Esempio n. 1
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    private IEnumerator FadeAndSwitchScenes(string sceneName)
    {
        yield return(StartCoroutine(Fade(1f)));

        BeforeSceneUnload?.Invoke();
        yield return(SceneManager.UnloadSceneAsync(SceneManager.GetActiveScene().buildIndex));

        yield return(StartCoroutine(LoadSceneAndSetActive(sceneName)));

        if (sceneName == mainMenuName)
        {
            settingsButton.SetActive(true);
            homeButton.SetActive(true);
        }
        LevelSelect.gameObject.SetActive(false);
        AfterSceneLoad?.Invoke();
        yield return(StartCoroutine(Fade(0f)));

        if (PuzzleMaster.instance != null && !newGame && inMenu)
        {
            PuzzleMaster.onPuzzleComplete += OpenLevelSelect;
            inMenu = false;
        }
        else if (PuzzleMaster.instance != null)
        {
            PuzzleMaster.onPuzzleComplete += BeginAdvanceToNextLevel;
            newGame = false;
            inMenu  = false;
        }
    }
Esempio n. 2
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        private IEnumerator DoFadeAndSwitchScenes(string[] sceneNamesToLoad, string[] sceneNamesToUnload)
        {
            yield return(StartCoroutine(Fade(1f, this.fadeDuration)));

            BeforeSceneUnload?.Invoke();
            if (IsDebriefing(sceneNamesToLoad))
            {
                MoveCharactersToVault();
                foreach (GameObject gameObject in hiddenInDebriefing)
                {
                    gameObject.SetActive(false);
                }
            }

            yield return(StartCoroutine(UnloadScenes(sceneNamesToUnload)));

            yield return(StartCoroutine(LoadScenes(sceneNamesToLoad)));

            AfterSceneLoad?.Invoke();

            if (!ShowChapterInfo(sceneNamesToLoad))
            {
                StartCoroutine(Fade(0f, this.fadeDuration));
            }
        }
Esempio n. 3
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    // This is the coroutine where the 'building blocks' of the script are put together.
    private IEnumerator FadeAndSwitchScenes(string sceneName)
    {
        // Start fading to black and wait for it to finish before continuing.
        yield return(StartCoroutine(Fade(1f)));

        loadingText.text    = "Loading " + sceneName + "...";
        loadingText.enabled = true;

        // If this event has any subscribers, call it.
        BeforeSceneUnload?.Invoke();

        previousSceneName = SceneManager.GetActiveScene().name;

        // Unload the current active scene.
        yield return(SceneManager.UnloadSceneAsync(SceneManager.GetActiveScene().buildIndex));

        // Start loading the given scene and wait for it to finish.
        yield return(StartCoroutine(LoadSceneAndSetActive(sceneName)));

        // If this event has any subscribers, call it.
        AfterSceneLoad?.Invoke();

        loadingText.enabled = false;

        // Start fading back in and wait for it to finish before exiting the function.
        yield return(StartCoroutine(Fade(0f)));
    }
    /// <summary>
    /// Swaps out the scenes
    /// </summary>
    /// <param name="sceneName">The scene to change to</param>
    private IEnumerator SwitchScenes(string sceneName)
    {
        yield return(StartCoroutine(Fade(1f)));

        BeforeSceneUnload?.Invoke();

        yield return(SceneManager.UnloadSceneAsync(
                         SceneManager.GetActiveScene().buildIndex));

        yield return(StartCoroutine(LoadSceneAndSetActive(sceneName)));

        AfterSceneLoad?.Invoke();

        yield return(StartCoroutine(Fade(0f)));
    }
Esempio n. 5
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        /// <summary>
        /// Unloads any scene that is not the selected scene or connected to it as defined by the world graph.
        /// </summary>
        /// <param name="selectedScene"></param>
        void DeactivateUnrelatedScenes(string selectedScene, bool serializeDeactivatingScenes)
        {
            List <string> scenesToDeactivate = new List <string>();

            foreach (string currentlyActiveScene in loadedSceneNames)
            {
                if (currentlyActiveScene != selectedScene &&
                    !levels[selectedScene].connectedLevels.Exists(l => enumToSceneName[l] == currentlyActiveScene))
                {
                    scenesToDeactivate.Add(currentlyActiveScene);
                }
            }

            if (serializeDeactivatingScenes)
            {
                foreach (var sceneToDeactivate in scenesToDeactivate)
                {
                    BeforeSceneSerializeState?.Invoke(sceneToDeactivate);
                }
            }

            if (serializeDeactivatingScenes)
            {
                foreach (string sceneToDeactivate in scenesToDeactivate)
                {
                    SaveManagerForScene saveForScene = SaveManager.GetOrCreateSaveManagerForScene(sceneToDeactivate);
                    saveForScene.SerializeStateForScene();
                }
            }

            // Update internal state before starting any unload scene calls
            foreach (var sceneToDeactivate in scenesToDeactivate)
            {
                loadedSceneNames.Remove(sceneToDeactivate);
                currentlyUnloadingSceneNames.Add(sceneToDeactivate);
            }

            foreach (var sceneToDeactivate in scenesToDeactivate)
            {
                BeforeSceneUnload?.Invoke(sceneToDeactivate);
            }

            foreach (var sceneToDeactivate in scenesToDeactivate)
            {
                SceneManager.UnloadSceneAsync(sceneToDeactivate);
            }
        }
    private IEnumerator FadeAndSwitchScenes(string sceneName)
    {
        yield return(StartCoroutine(Fade(1f)));

        BeforeSceneUnload?.Invoke();

        if (SceneManager.GetActiveScene().name != Constants.persistentSceneName)
        {
            SceneManager.UnloadSceneAsync(SceneManager.GetActiveScene().name);
        }

        yield return(StartCoroutine(LoadSceneAndSetActive(sceneName)));

        AfterSceneLoad?.Invoke();

        yield return(StartCoroutine(Fade(0f)));
    }
Esempio n. 7
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        private IEnumerator FadeAndSwitchScenes(string sceneName)
        {
            // fade to black and wait for that to finsih
            yield return(StartCoroutine(Fade(1f)));

            // call Scene Events
            BeforeSceneUnload?.Invoke();

            int oldScene = SceneManager.GetActiveScene().buildIndex;

            yield return(StartCoroutine(LoadSceneAndSetActive(sceneName)));

            //unload current scene and wait for that to finish
            yield return(SceneManager.UnloadSceneAsync(oldScene));

            //if this event has any subscribers, call it.
            AfterSceneUnload?.Invoke();

            yield return(StartCoroutine(Fade(0f))); //fade to new scene after scene is loaded
        }
    private IEnumerator fadeAndSwitchScene(string sceneName)
    {
        PlayerInputScript player = FindObjectOfType <PlayerInputScript>();

        player.setHighlightedInventoryItemToNull();
        player.setHighlightedWorldObjectToNull();

        yield return(StartCoroutine(fade(1f)));

        closeMapScreen();

        BeforeSceneUnload?.Invoke(); // calls all functions that are 'subscibed' to the BeforeSceneUnload function

        yield return(SceneManager.UnloadSceneAsync(SceneManager.GetActiveScene().buildIndex));

        yield return(StartCoroutine(loadSceneAndSetActive(sceneName)));

        AfterSceneLoad?.Invoke();

        yield return(StartCoroutine(fade(0f)));
    }