Exemple #1
0
        public static void LoadScene <From, To, LoadingScreen>(bool aditive = true, System.Action <To> callback = null)
            where From : SceneController
            where To : SceneController
            where LoadingScreen : SceneController
        {
            // Disable interaction on everything
            foreach (SceneController controller in SceneRepository.GetAllScenes())
            {
                controller.SetInteractable(false);
            }

            // Show the loading screen (and load it on-the-fly if necessary)
            SceneRepository.LoadScene <LoadingScreen>(true, false, delegate(LoadingScreen loadingScreen)
            {
                //GameObject.DontDestroyOnLoad(loadingScreen.gameObject);
                loadingScreen.SetVisible(true, true, delegate()
                {
                    //unload from scene only if is not aditive
                    if (!aditive)
                    {
                        SceneRepository.UnloadScene <From>();
                    }
                    // Load the new scene
                    SceneRepository.LoadScene <To>(true, true, delegate(To loadedSceneController)
                    {
                        // Cleanup assets
                        Resources.UnloadUnusedAssets();

                        // Hide the loading screen
                        loadingScreen.SetVisible(false, true, delegate()
                        {
                            // Enable interaction for the loaded scene
                            loadedSceneController.SetInteractable(true);

                            //we only remove the loading scene if is additive, is removed automatically
                            SceneRepository.UnloadScene <LoadingScreen>();
                            if (!aditive)
                            {
                                SceneRepository.UnloadScene <From>();
                            }

                            // Notify the caller
                            if (callback != null)
                            {
                                callback(loadedSceneController);
                            }
                        });
                    });
                });
            });
        }
Exemple #2
0
    // Interface =========================================================================

	protected virtual void BackButton () {
		SetInteractable( false );
		SceneRepository.LoadScene<NotificationPopupController>( true, false, delegate( NotificationPopupController popupController ){
			popupController.Init(
				"Exit Game",
				"Are you sure to exit the game?",
				"Yes",
				() => {
					UnityEngine.Application.Quit ();
				},
				"No",
				null
			);
			popupController.Present( delegate( int result ){
				Destroy(popupController.gameObject);
				SetInteractable( true );
			});
		});
		
	}
Exemple #3
0
        //this add camera movement on transition
        public static void MoveToSceneFrom <From, To>(bool aditive = true, direction_to_move move_to = direction_to_move.right, System.Action <To> callback = null)
            where From : SceneController
            where To : SceneController
        {
            // Disable interaction on everything
            foreach (SceneController controller in SceneRepository.GetAllScenes())
            {
                controller.SetInteractable(false);
            }



            SceneRepository.LoadScene <To> (true, true, delegate(To loadedSceneController) {
                // Cleanup assets
                Resources.UnloadUnusedAssets();
                CameraAlign camAlign = Camera.main.gameObject.GetComponent <CameraAlign>();

                if (camAlign != null)
                {
                    camAlign.SetNewPosition(move_to, delegate(){
                        if (!aditive)
                        {
                            SceneRepository.UnloadScene <From>();
                        }

                        if (callback != null)
                        {
                            callback(loadedSceneController);
                        }
                    });
                }
                else
                {
                    Debug.Log("----------Errorrrrrrr cam is null");
                }
            });
        }