IEnumerator SceneTransition(ScenesEnum scene, float inTime, float outTime, float midTime)
    {
        InTransition = true;
        TransitionUI.DOFade(1, inTime);
        yield return new WaitForSeconds(inTime);
        switch (scene) {
            case ScenesEnum.menu :
                SceneManager.LoadScene("Menu");
                break;
            case ScenesEnum.main :
                SceneManager.LoadScene("Main");
                break;
            case ScenesEnum.levelSelect :
                SceneManager.LoadScene("Level Select");
                break;
            default :
                Debug.LogError("No case for selected scene : " + scene.ToString());
                break;
        }
        yield return new WaitForSeconds(midTime);
        TransitionUI.DOFade(0, outTime);

        yield return new WaitForSeconds(outTime * 0.7f);
        InTransition = false;
    }
 public void TransitionToAnotherScene(ScenesEnum scene, float inTime = 0.5f, float outTime = .9f, float midTime = 0.1f)
 {
     if (InTransition) Debug.Log("Attempted To Transition while in another transition");
     else {
         StartCoroutine(SceneTransition(scene, inTime, outTime, midTime));
     }
 }
Exemple #3
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 public void LoadScene(ScenesEnum scene)
 {
     if (!SceneManager.GetSceneByBuildIndex((int)scene).isLoaded)
     {
         SceneManager.LoadScene((int)scene, LoadSceneMode.Additive);
     }
 }
Exemple #4
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 /// <summary>
 /// go to next scenes
 /// </summary>
 /// <param name="scenesEnumName">scenes enum names</param>
 protected void EnterNextScenes(ScenesEnum scenesEnumName)
 {
     //turn to logon scenes
     //you have add level one on ScenesEnum dictionary
     GlobalParaMgr.NextScenesName = scenesEnumName;
     SceneManager.LoadScene(ConvertEnumToString.GetInstance().GetStrByEnumScenes(ScenesEnum.LoadingScenes));
 }
Exemple #5
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        public void LoadScene(ScenesEnum Scene)
        {
            Debug.Log("[AMM] SceneManager - LOADING A SCENE");
            switch (Scene)
            {
            case ScenesEnum.DefaultOrbitScene:
                Scenes.DefaultOrbitScene dos = new Scenes.DefaultOrbitScene();
                dos.DeleteScript = DeleteScript;
                dos.Load();
                CurrentScene = dos.DeleteScript.baseOrbitScene;
                Debug.Log("[AMM] DEFAULT ORBIT SCENE LOADED");
                break;

            case ScenesEnum.JoolLaythe:
                Scenes.JoolLaytheScene jls = new Scenes.JoolLaytheScene();
                jls.Load();
                CurrentScene = jls.SceneGO;
                Debug.Log("[AMM] JOOl - LAYTHE SCENE LOADED");
                break;

            case ScenesEnum.VesselDuna:
                Scenes.VesselDunaScene vd = new Scenes.VesselDunaScene();
                vd.DeleteScript = DeleteScript;
                vd.Load();
                CurrentScene = vd.SceneGO;
                Debug.Log("[AMM] VESSEL DUNA SCENE LOADED");
                break;

                /*default:
                 *  dos = new Scenes.DefaultOrbitScene();
                 *  dos.Load();
                 *  Debug.Log("[AMM] DEFAULT ORBIT SCENE LOADED");
                 *  break;*/
            }
        }
    IEnumerator SceneTransition(ScenesEnum scene, float inTime, float outTime, float midTime)
    {
        InTransition = true;
        TransitionUI.DOFade(1, inTime);
        yield return(new WaitForSeconds(inTime));

        switch (scene)
        {
        case ScenesEnum.menu:
            SceneManager.LoadScene("Menu");
            break;

        case ScenesEnum.main:
            SceneManager.LoadScene("Main");
            break;

        case ScenesEnum.levelSelect:
            SceneManager.LoadScene("Level Select");
            break;

        default:
            Debug.LogError("No case for selected scene : " + scene.ToString());
            break;
        }
        yield return(new WaitForSeconds(midTime));

        TransitionUI.DOFade(0, outTime);

        yield return(new WaitForSeconds(outTime * 0.7f));

        InTransition = false;
    }
Exemple #7
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    public static void SceneChange(ScenesEnum scenenName)
    {
        //获取当前场景名字
        string beforeSceneName = SceneManager.GetActiveScene().name;

        GameCommonInfo.ScenesChangeData.beforeScene  = EnumUtil.GetEnum <ScenesEnum>(beforeSceneName);
        GameCommonInfo.ScenesChangeData.loadingScene = scenenName;
        //SceneManager.LoadSceneAsync(EnumUtil.GetEnumName(ScenesEnum.LoadingScene));
        SceneManager.LoadScene(EnumUtil.GetEnumName(ScenesEnum.LoadingScene));
    }
 /// <summary>
 ///  改变场景
 /// </summary>
 /// <param name="scenes"></param>
 public void ChangeScene(ScenesEnum scenes)
 {
     //打开加载UI
     UIHandler.Instance.OpenUIAndCloseOther <UILoading>(UIEnum.Loading);
     //删除世界数据
     WorldCreateHandler.Instance.ClearWorld();
     //因为场景处理器只在本场景使用,所以跳转之后可以删除
     Destroy(this.gameObject);
     //场景修改
     SceneUtil.SceneChange(scenes);
 }
 public string  GetStrByEnumScenes(ScenesEnum scenesEnum)
 {
     if (scenesEnumLib != null && scenesEnumLib.Count >= 1)
     {
         return(scenesEnumLib[scenesEnum]);
     }
     else
     {
         return(null);
     }
 }
 public void TransitionToAnotherScene(ScenesEnum scene, float inTime = 0.5f, float outTime = .9f, float midTime = 0.1f)
 {
     if (InTransition)
     {
         Debug.Log("Attempted To Transition while in another transition");
     }
     else
     {
         StartCoroutine(SceneTransition(scene, inTime, outTime, midTime));
     }
 }
 //Covert enum scenes to strings and get it's names
 public string GetStrByEnumScenes(ScenesEnum scenesEnum)
 {
     if (_DicScenesEnumLib != null && _DicScenesEnumLib.Count >= 1)
     {
         return(_DicScenesEnumLib[scenesEnum]);
     }
     else
     {
         Debug.LogWarning(GetType() + "/GetStrByEnumScenes()/_DicScenesEnumLib.Count<=0!, please check eumes");
         return(null);
     }
 }
 //得到字符串形式的场景名称
 public string GetStrByEnumScenes(ScenesEnum scenesEnum)
 {
     if (_DicScenesEnumLib != null && _DicScenesEnumLib.Count >= 1)
     {
         return(_DicScenesEnumLib[scenesEnum]);
     }
     else
     {
         Debug.LogWarning(GetType() + "没有得到场景的枚举类型");
         return(null);
     }
 }
Exemple #13
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    public void GetStoryInfoByScene(ScenesEnum scene, Action <List <StoryInfoBean> > action)
    {
        List <StoryInfoBean> listData = GetModel().GetStoryInfoByScene(scene);

        if (listData != null)
        {
            GetView().GetStoryInfoSuccess(listData, action);
        }
        else
        {
            GetView().GetStoryInfoFail();
        }
    }
Exemple #14
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 public void ChangeScene(ScenesEnum scenes)
 {
     //关门所有天气
     GameWeatherHandler.Instance.CloseWeather();
     //停止所有控制
     GameControlHandler.Instance.EndAllControl();
     //停止时间
     GameTimeHandler.Instance.SetTimeStop();
     //关闭所有UI
     UIHandler.Instance.manager.CloseAllUI();
     //关闭所有音乐
     AudioHandler.Instance.StopMusic();
     //切换场景
     SceneUtil.SceneChange(scenes);
 }
Exemple #15
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        //save game config
        private void StoreTOXML_GlobalParaData()
        {
            string              playerName = GlobalParaMgr.PlayerName;
            ScenesEnum          scenesName = GlobalParaMgr.NextScenesName;
            GlobalParameterData GPD        = new GlobalParameterData(scenesName, playerName);

            //Object serialization
            string s = XmlOperation.GetInstance().SerializeObject(GPD, typeof(GlobalParameterData));

            //create xml file, and save data to this xml file

            if (!string.IsNullOrEmpty(_FileNameByGlobalParameterData))
            {
                XmlOperation.GetInstance().CreateXML(_FileNameByGlobalParameterData, s);
            }

            Log.Write(GetType() + "StoreTOXML_GlobalParaData()/ xml path =" + _FileNameByGlobalParameterData);
        }
Exemple #16
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 public StoryInfoBean CheckStory(GameDataBean gameData, ScenesEnum scenesEnum, TownBuildingEnum positionType, int outOrIn)
 {
     if (mapStory == null)
     {
         return(null);
     }
     foreach (long key in mapStory.Keys)
     {
         StoryInfoBean storyInfo = mapStory[key];
         //TODO 检测条件
         //判断场景是否符合
         if (scenesEnum != storyInfo.GetStoryScene())
         {
             continue;
         }
         //判断该事件是否可重复触发
         if (storyInfo.trigger_loop == 0)
         {
             //如果已经触发过该事件
             if (gameData.CheckTriggeredEvent(storyInfo.id))
             {
                 continue;
             }
         }
         //检测触发条件
         if (!EventTriggerEnumTools.CheckIsAllTrigger(gameData, storyInfo.trigger_condition))
         {
             continue;
         }
         //如果是小镇
         if (storyInfo.story_scene == (int)ScenesEnum.GameTownScene)
         {
             //判断地点是否正确
             if (positionType != (TownBuildingEnum)storyInfo.location_type || outOrIn != storyInfo.out_in)
             {
                 continue;
             }
         }
         return(storyInfo);
     }
     return(null);
 }
Exemple #17
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 public List <StoryInfoBean> GetStoryInfoByScene(ScenesEnum scene)
 {
     return(mStoryInfoService.QueryStoryInfoByScene((int)scene));
 }
Exemple #18
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 public void SwitchScene(ScenesEnum Scene)
 {
     CurrentScene.SetActive(false);
     LoadScene(Scene);
 }
Exemple #19
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    // Called in files
    public void LoadScene(ScenesEnum scenesEnum)
    {
        string name = sceneNames[(int)scenesEnum];

        StartCoroutine(LoadingSceneModeSingle(name));
    }
 /// <summary>
 /// 转换场景
 /// </summary>
 public static void ChangeScenes(ScenesEnum nextScenes)
 {
     SceneManager.LoadScene(nextScenes.ToString());
     currentScenes = nextScenes;
 }
Exemple #21
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 /// <summary>
 /// 进入下一个场景,scenesEnumName为场景的枚举
 /// </summary>
 /// <param name="scenesEnumName"></param>
 protected void  EnterNextScenes(ScenesEnum scenesEnumName)
 {
     GlobalParameterManager.NextScenesName = scenesEnumName;
     SceneManager.LoadScene(ConvertEnumToStr.GetInstance().GetStrByEnumScenes(ScenesEnum.LoadingScenes));
 }
Exemple #22
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 public void UnloadSceneAndLoadNext(ScenesEnum scene)
 {
     UnloadScene(scene);
     LoadScene(scene + 1);
 }
 /// <summary>
 /// 转换场景
 /// </summary>
 /// <param name="nextScenes"></param>
 /// <param name="asyncOperation"></param>
 public static void ChangeScenes(ScenesEnum nextScenes, out AsyncOperation asyncOperation)
 {
     asyncOperation = SceneManager.LoadSceneAsync(nextScenes.ToString());
 }
Exemple #24
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 public void QueryStoryInfoDataByScene(ScenesEnum scenesEnum)
 {
     listStoryInfo = storyInfoService.QueryStoryData((int)scenesEnum);
 }
Exemple #25
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 public void UnloadScene(ScenesEnum scene)
 {
     SceneManager.UnloadSceneAsync((int)scene);
 }
Exemple #26
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 public bool HasUnlockedScene(CaseSceneType sceneType, ScenesEnum sceneEnum)
 {
     return(m_UnlockedSceneEnumsSetBySceneType[(int)sceneType].Contains(sceneEnum));
 }
Exemple #27
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 public void UnlockScene(CaseSceneType sceneType, ScenesEnum sceneEnum)
 {
     m_UnlockedSceneEnumsSetBySceneType[(int)sceneType].Add(sceneEnum);
     Debug.LogFormat("Unlock scene: type {0}, enum {1}", sceneType, sceneEnum);
 }
Exemple #28
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 /// <summary>
 /// 检测故事是否触发
 /// </summary>
 ///
 public StoryInfoBean CheckStory(GameDataBean gameData, ScenesEnum scenesEnum)
 {
     return(CheckStory(gameData, scenesEnum, TownBuildingEnum.Town, 2));
 }
Exemple #29
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 /// <summary>
 /// goto next scene
 /// </summary>
 /// <param name="scenesEnumName">Scenes of enum name</param>
 protected void EnterNextScenes(ScenesEnum scenesEnumName)
 {
     //go next scene
     GlobalParaMgr.NextScenesName = scenesEnumName;                             //Loadingscenesに入る
     Application.LoadLevel(ConvertEnumToStr.GetInstance().GetStrByEnumScenes(ScenesEnum.GameScenes));
 }
Exemple #30
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 public void Init(SceneData sceneData, bool isSceneUnlocked)
 {
     m_SceneEnum         = sceneData.sceneEnum;
     sceneNameText.text  = sceneData.sceneName;
     button.interactable = isSceneUnlocked;
 }