void Start() { _controller = GameObject.Find("Scene2/Scene2(Controller)"); _controller.SetActive(false); _ui = UITexture.GetInstance(); m_SceneStateController.SetState(new FirstSceneState()); //設置當前場景為 WaitingCafeState,並直接開始 }
private void Start() { //初始化咱的UI管理类 IUserInterfaceManager.GetInstance(); Tips.Instance.Hide(); // 设置开始场景 m_SceneStateController.SetState("StartScene"); MessManager.GetInstance().RegisterMessage("SwitchState", SwitchState); }
void Start() { UnityTool.M_Debug("游戏初始挂载"); //加载到一号场景 m_SceneStateController.SetState(SceneType.RoleSelectScene, typeof(RoleSelectScene)); }
void Start() { // 状态控制器对象 controller = new SceneStateController(); // 设置默认(当前)状态为开始状态,设置默认状态的时候是不需要加载场景的 controller.SetState(new StartState(controller), false); }
/// <summary> /// 切换场景 /// </summary> /// <param name="state"></param> /// <param name="isLoadScene"></param> public void SwitchScene(ISceneState state, bool isLoadScene = true) { if (mCurSceneController == null) { return; } mCurSceneController.SetState(state, isLoadScene); }
// Use this for initialization void Start() { sceneController = new SceneStateController(); sceneController.SetState(new StartState(sceneController), false); ICharacter ch = new SoldierCaptain(); //ch.Weapon = new WeaponGun(); //ch.Attack(Vector3.zero); }
public CSInertactive cSInertactive; //客户端服务段交互控制 private void Awake() { if (instance != null) { Destroy(this.gameObject); return; } DontDestroyOnLoad(this.gameObject); instance = this; //获取客户端服务端交互组件 gameObject.AddComponent(typeof(CSInertactive)); cSInertactive = GetComponent <CSInertactive>(); //初始化场景状态控制器 sceneStateController = new SceneStateController(this); //初始化游戏数据控制器 gamingDataController = new GamingDataController(this); //打开游戏自动进入登陆场景状态 sceneStateController.SetState(new LoginSceneState(sceneStateController), -1); }
// Use this for initialization void Start() { stateController = new SceneStateController(); stateController.SetState(new StartState("Start", stateController), false);; }
// Start is called before the first frame update void Start() { //游戏初始化 GameInit(); sceneStateController.SetState(new StartState(sceneStateController), ""); }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class GameLoop : MonoBehaviour { private SceneStateController controller = null; private void Awake() { DontDestroyOnLoad(this.gameObject); } // Use this for initialization void Start () { controller = new SceneStateController(); controller.SetState(new StartState(controller),false); } // Update is called once per frame void Update () {
private void Start() { mController = new SceneStateController(); mController.SetState(new StartState(mController), false); }
// Use this for initialization void Start() { // 设定起始的场景 m_SceneStateController.SetState(new StartState(m_SceneStateController), "MainMenuScene"); }
void Start() { m_SceneStateController.SetState(new StartState(m_SceneStateController), ""); }
void Start() { // Set initial scene. m_SceneStateController.SetState(new StartState(m_SceneStateController), ""); }
void Start() { controller = new SceneStateController(); controller.SetState(new StartState(controller)); }
// Use this for initialization void Start() { // 設定起始的場景 m_SceneStateController.SetState(new StartState(m_SceneStateController), ""); }
private void ScenesStart() { controller = new SceneStateController(); controller.SetState(new StartState(controller), false); }
public void Restart() { SceneStateController controller = BarrageGame.Instance.sceneStateController; controller.SetState(new MainMenuState(controller), "MainMenuScene"); }
void Start() { //设置起始场景状态 m_SceneStateController.SetState(new StartState(m_SceneStateController), ""); }
private void Start() { //设置起始场景 sceneStateController.SetState(new StartState(sceneStateController), ""); }
private void Start() { //設定起始場景 m_SceneStateController.SetState(new StartState(m_SceneStateController), "", this); //m_SceneStateController.SetState(new StartState(m_SceneStateController), 1, this); }
// Use this for initialization void Start() { Debug.Log("--------GameLoop-----Start"); m_sceneStateController.SetState(new LoginScene(m_sceneStateController), "LoginScene"); }
//改变场景状态 public void SetNewSceneState(SceneState _state, int _sceneIndex) { sceneStateController.SetState(_state, _sceneIndex); }
private void Start() { //设置初始场景 _controller.SetState("", new LogoMenuState(_controller)); }
// Use this for initialization void Start() { controller = new SceneStateController(); //设置默认状态 controller.SetState(new StartSceneState(controller), false); }
// Use this for initialization void Start() { //设置初始场景 sceneStateController.SetState(new StartSceneState(sceneStateController), "StartScene"); }