Esempio n. 1
0
 private void trackScene(Scene scene, LoadSceneMode mode)
 {
     Debug.Log("Scene changed");
     if (mode.Equals(LoadSceneMode.Single))
     {
         currentScene = scene;
         player       = GameObject.FindGameObjectWithTag("Player");
     }
 }
 public void OnSceneLoaded(Scene newScene, LoadSceneMode loadMode)
 {
     Debug.Log("Story Controller noted scene " + newScene.name + " is loading");
     if (newScene.name == TITLE_LEVEL && StoryStage == STAGE_TITLE)
     {
         SetupTitleScreenPostLoad();
     }
     else if (newScene.name == LOADING_LEVEL)
     {
         //This is our chance to enable everything to be ready once the next level is loaded
         musicManager.IsEnabled = true;
         player.lockedControls  = false;
         //Load the scene needed for this part of the story:
         if (StoryStage == STAGE_GET_ARROW)
         {
             //levelLoader.LoadNextLevel("House");
             StartCoroutine(LoadLevelNextFrame("House"));
         }
         //Here, the palyer can be in their house, the village, or the forest
         //TODO Maybe player position?
         else if (StoryStage == STAGE_HAS_ARROW)
         {
             if (LastLevel != "")
             {
                 //levelLoader.LoadNextLevel(LastLevel);
                 StartCoroutine(LoadLevelNextFrame(LastLevel));
             }
             else
             {
                 //levelLoader.LoadNextLevel("House");
                 StartCoroutine(LoadLevelNextFrame("House"));
             }
         }
     }
     //Can't save in a combat scene, also don't save the title screen
     if (!newScene.name.Contains("Combat") && loadMode.Equals(LoadSceneMode.Single))
     {
         LastLevel = newScene.name;
         PlayerPrefs.SetString(LAST_LEVEL_KEY, LastLevel);
         PlayerPrefs.Save();
     }
 }
Esempio n. 3
0
        private static IEnumerator LoadSceneCO(IConvertible _sceneName, float _minSeconds, Button _buttonToDisable, LoadSceneMode _sceneMode, Image _imageToFill, Text _textToShow)
        {
            if (_buttonToDisable != null)
            {
                _buttonToDisable.interactable = false;
            }

            AsyncOperation async = SceneManager.LoadSceneAsync(_sceneName.ToString(CultureInfo.InvariantCulture), _sceneMode);

            async.allowSceneActivation = false;

            if (!Mathf.Approximately(_minSeconds, 0.0f))
            {
                Action <float> FillImage  = _value => { };
                Action <float> UpdateText = _value => { };

                if (_imageToFill != null)
                {
                    FillImage = _value => { _imageToFill.fillAmount = _value; };
                }

                if (_textToShow != null)
                {
                    UpdateText = _value => { _textToShow.text = CustomLibrary.Utils.BuildString((int)(_value * 100), "%"); };
                }

                float step       = 0;
                float temp_value = 0;
                float randomWait = _minSeconds;
                float firstStep  = UnityEngine.Random.Range(.7f, .8f);

                while (step < 1.0f)
                {
                    temp_value = Mathf.Lerp(0, firstStep, step);
                    step      += Time.deltaTime / randomWait;
                    FillImage(temp_value);
                    UpdateText(temp_value);
                    yield return(null);
                }

                step = 0;

                while (step < 1)
                {
                    step      += Time.deltaTime / randomWait;
                    temp_value = Mathf.Lerp(firstStep, 1, step);
                    FillImage(temp_value);
                    UpdateText(temp_value);
                    yield return(null);
                }
            }

            async.allowSceneActivation = true;

            yield return(new WaitUntil(() => async.progress > .9f && async.isDone));

            if (_sceneMode.Equals(LoadSceneMode.Single))
            {
                yield break;
            }

            Scene oldScene = SceneManager.GetActiveScene();

            SceneManager.SetActiveScene(SceneManager.GetSceneByName(_sceneName.ToString(CultureInfo.InvariantCulture)));
            SceneManager.UnloadSceneAsync(oldScene);
        }