public void LoadCharacter()
    {
        var ao = SceneManager.LoadSceneAsync("Lobby");

        LoadingProgressBar.StartLoad(ao, 0);
        characterByteArray = File.ReadAllBytes(Application.persistentDataPath + "/characters/" + selectedCharacterName + ".character");
    }
    public static IEnumerator Generate()
    {
        LoadingProgressBar.UpdateProgressText("Generating Trees");
        yield return(OverworldGenerator.instance.StartCoroutine(GenerateObjects(treePercentage, OverworldGenerator.instance.trees, 6)));

        yield return(null);

        LoadingProgressBar.UpdateProgressText("Generating Bushes");
        yield return(OverworldGenerator.instance.StartCoroutine(GenerateObjects(bushPercentage, OverworldGenerator.instance.bushes, 7)));

        yield return(null);

        LoadingProgressBar.UpdateProgressText("Generating Leaves");
        yield return(OverworldGenerator.instance.StartCoroutine(GenerateObjects(leavesPercentage, OverworldGenerator.instance.leaves, 8)));

        yield return(null);

        LoadingProgressBar.UpdateProgressText("Generating Rocks");
        yield return(OverworldGenerator.instance.StartCoroutine(GenerateObjects(rockPercentage, OverworldGenerator.instance.rocks, 9)));

        yield return(null);

        LoadingProgressBar.UpdateProgressText("Generating Flowers");
        yield return(OverworldGenerator.instance.StartCoroutine(GenerateObjects(flowersPercentage, OverworldGenerator.instance.flowers, 10)));

        yield return(null);
    }
Esempio n. 3
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    public static IEnumerator Generate()
    {
        LoadingProgressBar.UpdateProgressText("Adding Dungeons");
        yield return(OverworldGenerator.instance.StartCoroutine(AddLandmarks()));

        yield return(null);
    }
Esempio n. 4
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 private async void ReportProgress(object sender, ProgressReportModel e)
 {
     if (e != null)
     {
         await LoadingProgressBar.ProgressTo(e.PercentageComplete, 1000, Easing.Linear);
     }
 }
Esempio n. 5
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    public IEnumerator Generate()
    {
        if (loadedPreviouslyMadeWorld)
        {
            OverworldLoader.Load();
        }
        else
        {
            yield return(StartCoroutine(GenerateElevations()));
        }
        yield return(StartCoroutine(OverworldTerrainGenerator.Generate()));

        yield return(StartCoroutine(OverworldPrefabGenerator.Generate()));

        if (loadedPreviouslyMadeWorld)
        {
            OverworldLandmarkGenerator.Load();
        }
        else
        {
            yield return(StartCoroutine(OverworldLandmarkGenerator.Generate()));
        }
        SetStartGameCharacterPosition();
        GetComponent <NavMeshSurface>().BuildNavMesh();
        yield return(StartCoroutine(OverworldEncounterGenerator.Generate()));

        Camera.main.GetComponent <Desaturate>().enabled = false;
        LoadingProgressBar.EndLoad();
    }
Esempio n. 6
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    //Pretty much the only Start() method in the whole program.
    void Start()
    {
        //Instantiate the loading bar.
        GameObject instantiatedLoadingBar = (GameObject)(Instantiate(loadingBar, Vector3.zero, Quaternion.identity));

        createdLoadingBar = instantiatedLoadingBar.GetComponent <LoadingProgressBar> ();
        //A coroutine has to be used, so that the program does not continue before the level has been loaded.
        StartCoroutine(LoadEverything());
    }
 // Start is called before the first frame update
 void Start()
 {
     text.gameObject.SetActive(false);
     progressBar.gameObject.SetActive(false);
     if (instance != null)
     {
         Destroy(instance.gameObject);
     }
     instance = this;
 }
Esempio n. 8
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 // Update is called once per frame
 void Update()
 {
     if (onWayDown && !saveBlocker.currentlySaving)
     {
         PlayerCharacter.localPlayer.GetComponent <AudioGenerator>().PlaySoundByName("sfx_downstairs");
         var ao = SceneManager.LoadSceneAsync("Dungeon");
         LoadingProgressBar.StartLoad(ao, 0);
         onWayDown = false;
     }
 }
Esempio n. 9
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 // Update is called once per frame
 void Update()
 {
     if (onWayOut && !saveBlocker.currentlySaving)
     {
         PlayerCharacter.localPlayer.GetComponent <AudioGenerator>().PlaySoundByName("sfx_upstairs");
         var ao = SceneManager.LoadSceneAsync("Overworld");
         LoadingProgressBar.StartLoad(ao, 1);
         onWayOut = false;
     }
 }
Esempio n. 10
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 public static IEnumerator Generate()
 {
     LoadingProgressBar.UpdateProgressText("Adding Monsters");
     OverworldGenerator.instance.UpdateProgress(12, 0f);
     for (int i = 0; i < 40; i++)
     {
         AddEncounter();
         if (i % 4 == 0)
         {
             OverworldGenerator.instance.UpdateProgress(12, i / 20f);
             yield return(null);
         }
     }
 }
Esempio n. 11
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 public void Update()
 {
     if (onWayDownstairs && !saveBlocker.currentlySaving)
     {
         character.GetComponent <AudioGenerator>().PlaySoundByName("sfx_downstairs");
         //foreach (var player in PlayerCharacter.players) player.ready = false;
         //LobbyManager.singleton.ServerChangeScene("Generated Level");
         var ao = SceneManager.LoadSceneAsync("Generated Level");
         LoadingProgressBar.StartLoad(ao, 0);
         SceneInitializer.instance.currentCharPosition = destination;
         SceneManager.sceneLoaded += SceneInitializer.instance.OnSceneLoaded;
         onWayDownstairs           = false;
     }
 }
Esempio n. 12
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    private IEnumerator GenerateElevations()
    {
        LoadingProgressBar.UpdateProgressText("Generating terrain heights");
        GeneratePerlinNoiseHeights();
        yield return(null);

        LoadingProgressBar.UpdateProgressText("Adding Rivers");
        yield return(StartCoroutine(OverworldRiverGenerator.AddRivers()));

        yield return(null);

        LoadingProgressBar.UpdateProgressText("Widening Rivers");
        yield return(StartCoroutine(OverworldRiverGenerator.WidenRivers()));

        yield return(null);
    }
Esempio n. 13
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 // Use this for initialization
 void Start()
 {
     if (instance != null)
     {
         Destroy(gameObject);
         Destroy(this);
         return;
     }
     else
     {
         instance = this;
     }
     progress = 0f;
     LoadingProgressBar.StartSecondaryLoadPhase();
     StartCoroutine(Generate());
 }
Esempio n. 14
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 // Update is called once per frame
 void Update()
 {
     if (onWayUp && !saveBlocker.currentlySaving)
     {
         //PlayerCharacter.localPlayer.GetComponent<AudioGenerator>().PlaySoundByName("sfx_downstairs");
         foreach (var player in PlayerCharacter.players)
         {
             player.ready = false;
         }
         //LobbyManager.singleton.ServerChangeScene("Overworld");
         var ao = SceneManager.LoadSceneAsync("Overworld");
         LoadingProgressBar.StartLoad(ao, 1);
         SceneManager.sceneLoaded += SceneInitializer.instance.OnNexusSceneLoaded;
         onWayUp = false;
     }
 }
Esempio n. 15
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    public static IEnumerator Generate()
    {
        LoadingProgressBar.UpdateProgressText("Generating Terrain Object");
        yield return(OverworldGenerator.instance.StartCoroutine(GenerateTerrainObject(OverworldGenerator.loadedPreviouslyMadeWorld)));

        yield return(null);

        LoadingProgressBar.UpdateProgressText("Generating Alpha Map");
        yield return(OverworldGenerator.instance.StartCoroutine(GenerateAlphaMap()));

        yield return(null);

        LoadingProgressBar.UpdateProgressText("Generating Terrain Details");
        yield return(OverworldGenerator.instance.StartCoroutine(GenerateDetails()));

        yield return(null);
    }
    private void LoadInitialScene()
    {
        WorldGenerator.FetchWorlds();
        if (!WorldGenerator.worlds.Contains(CharacterSelectScreen.selectedCharacterName))
        {
            WorldGenerator.CreateWorld(CharacterSelectScreen.selectedCharacterName);
        }
        if (LobbyManager.singleton == null)
        {
            LobbyManager.singleton = new LobbyManager();
        }
        LobbyManager.singleton.worldByteArray = File.ReadAllBytes(Application.persistentDataPath + "/worlds/" + CharacterSelectScreen.selectedCharacterName + ".world");
        var ao = SceneManager.LoadSceneAsync("Starting Area");

        LoadingProgressBar.StartLoad(ao, 0);
        var player = Instantiate(playerPrefab);

        player.GetComponent <PlayerCharacter>().isMe = true;
    }
Esempio n. 17
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 public void Awake()
 {
     instance = this;
 }