Esempio n. 1
0
    private IEnumerator loadScene()
    {
        yield return(SceneManager.LoadSceneAsync(SceneNames[(int)NextFlow]));

        _OnChangeFlowEvent?.Invoke(true);

        switch (_State)
        {
        case FlowState.NextAsyncLoading:
        {
            FlowHistory.Add(NextFlow);
            if (FlowHistory.Count >= _FLOW_HISTORY_NUM)
            {
                FlowHistory.RemoveAt(0);
            }
        }
        break;

        case FlowState.BackAsyncLoading:
        {
            FlowHistory.RemoveAt(FlowHistory.Count - 1);
        }
        break;
        }

        _State      = FlowState.Idle;
        CurrentFlow = NextFlow;
        NextFlow    = Flow.None;
    }
Esempio n. 2
0
 public void Next(Flow nextFlow)
 {
     if (_State != FlowState.Idle)
     {
         return;
     }
     if (((int)nextFlow < 0) || ((int)nextFlow >= SceneNames.Length))
     {
         return;
     }
     SceneManager.LoadScene(SceneNames[(int)nextFlow], LoadSceneMode.Single);
     FlowHistory.Add(nextFlow);
     if (FlowHistory.Count >= _FLOW_HISTORY_NUM)
     {
         FlowHistory.RemoveAt(0);
     }
 }
Esempio n. 3
0
    public void Back()
    {
        if (_State != FlowState.Idle)
        {
            return;
        }
        if (FlowHistory.Count < 1)
        {
            return;
        }
        int index = FlowHistory.Count - 1;
        var next  = FlowHistory[index];

        if (((int)next < 0) || ((int)next >= SceneNames.Length))
        {
            return;
        }
        SceneManager.LoadScene(SceneNames[(int)next]);
        FlowHistory.RemoveAt(index);
    }