// 更新 public void StateUpdate() { // 是否加载完成 if (async != null && !async.isDone) { m_transitionScene.Progress(async.progress); return; } // 通知新的State开始 if (m_bRunBegin == false && m_State != null) { if (async != null && async.isDone) { m_transitionScene.StateEnd(); async = null; } m_State.StateBegin(); m_bRunBegin = true; } if (m_bRunBegin = true && m_State != null) { m_State.StateUpdate(); } }
//更新 public void StateUpdate() { //加载中就直接跳出 if (A != null) { if (A.isDone && A.progress < 0.8f) { return; } } //通知新的State开始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
internal void StateUpdate() { if (loadSceneOperation == null || !loadSceneOperation.isDone) { return; } if (!isBegin) { sceneState.StateBegin(); isBegin = true; } sceneState.StateUpdate(); }
public void StateUpdate() { if (Application.isLoadingLevel) { return; } if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State == null) { m_State.StateUpdate(); } }
public void StateUpdate() { if (sceneAsync != null && !sceneAsync.isDone) { return; } //else // sceneAsync.allowSceneActivation = true; if (sceneState != null && runBegin == false) { sceneState.StateBegin(); runBegin = true; } if (sceneState != null) { sceneState.StateUpdate(); } }
// 更新 public void StateUpdate() { // 是否还在载入 if (m_Async != null && m_Async.isDone) { m_Async = null; // 通知新的State开始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } } }
public void StateUpdate() { // if still loading level if (Application.isLoadingLevel) { return; } // Start new State if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// 更新 /// </summary> public void StateUpdate() { if (operation != null && operation.isDone == false) { return; } if (operation != null) { if (operation.isDone && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } } if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// 状态更新 /// </summary> public void StateUpdate() { // 是否在加载中 if (SceneInfoManager.isLoadingLevel) { return; } // 通知新的State开始 (每一个换到一个新场景,之后就跑一次) if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
public void StateUpdate() { //Is loading... if (m_nowAsycOperation != null && !m_nowAsycOperation.isDone) { return; } //let new scene start if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// 状态更新 /// </summary> public void StateUpdate() { //是否还在载入 if (Application.isLoadingLevel) { return; } // 通知新的State開始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { //调用状态的状态更新 m_State.StateUpdate(); } }
// 更新 public void StateUpdate() { // 是否還在載入 if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().isLoaded == false) { return; } // 通知新的State開始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// 更新 /// </summary> public void StateUpdate() { // 是否還在載入 if (!SceneManager.GetActiveScene().isLoaded) { Debug.Log("還在載入: " + SceneManager.GetActiveScene().name); return; } // 通知新的State開始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// 更新 /// </summary> public void StateUpdate() { //Debug.Log(asyncOperation.progress); //场景是否加载完成 if (asyncOperation != null && !asyncOperation.isDone) { return; } //通知新的State开始 if (m_State != null && m_bRunBegin == false) { m_bRunBegin = true; m_State.StateBegin(); } //更新 if (m_State != null) { m_State.StateUpdate(); } }
// 更新 public void StateUpdate() { //是否還在載入 if (!asyncOperation.isDone) { return; } // 通知新的State開始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// 更新 /// </summary> public void StateUpdate() { //场景是否还在加载 if (m_AsyncOperation != null) { if (!m_AsyncOperation.isDone) { return; } } //通知新的State开始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// Start跟Update在這裡運作 /// </summary> public void StateUpdate() { //Debug.Log(asyn); //是否載入場景 if (asyn != null) { if (asyn.progress < 1) { return; } } //通知新的State開始 if (m_SceneState != null && m_bRunBegin == false) { m_SceneState.StateBegin(); m_bRunBegin = true; } if (m_SceneState != null) { m_SceneState.StateUpdate(); } }