// Update is called once per frame
    void Update()
    {
        if (!isInit)
        {
            isInit = true;
            adMovieNativeUtil.setMovieNativeAdViewSrcObject(this.gameObject);
        }
        switch (sceneState)
        {
        case SCENE_STATE.MAIN:
            break;

        case SCENE_STATE.QUIT_WAIT:
            sceneState = SCENE_STATE.QUIT;
            break;

        case SCENE_STATE.QUIT:
            sceneState = SCENE_STATE.END;
            //Application.Quit();
            break;

        case SCENE_STATE.END:
            break;
        }
    }
Esempio n. 2
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    public void OnEnable()
    {
        SCENE_STATE state = UserDataManager.Inst.GetSceneState();

        if (state == SCENE_STATE.None)
        {
            state = SCENE_STATE.Lobby;
            UserDataManager.Inst.SetSceneState(state);
        }

        EtcSetActiveWithAnimation(true);
        topUI.SetActivateWithAnimation(true);
        //chatUI.SetActivateWithAnimation(true); //채팅창 임시 주석
        accountInfoUI.SetActive(true);
        BackbuttonUI.SetActive(false);
        ModelViewManager.Inst.ChangeMainCharacterModel();
        Time.timeScale = 1.0f;

        LobbySound.SetActive(true);
        GachaSound.SetActive(false);

        //로그인 보상을 안 받았을 때만 자동으로 뜸
        if (UserDataManager.Inst.currentDayCount < UserDataManager.Inst.dayCount)
        {
            if (!LoginRewardVC.checkInst())
            {
                TopUIManager.Inst.ShowLoginReward();
            }
        }
    }
Esempio n. 3
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    // Update is called once per frame
    void Update()
    {
        if (!initialized)
        {
            initialized = true;
            adutil.setMovieInterstitialSrcObject(this.gameObject);
        }
        switch (this.sceneState)
        {
        case SCENE_STATE.MAIN:
            break;

        case SCENE_STATE.QUIT_WAIT:
            this.sceneState = SCENE_STATE.QUIT;
            break;

        case SCENE_STATE.QUIT:
            this.sceneState = SCENE_STATE.END;
            //Application.Quit();
            break;

        case SCENE_STATE.END:
            break;
        }
    }
Esempio n. 4
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    void Update()
    {
        if (!initialized)
        {
            initialized = true;
            GameObject ob = GameObject.Find("AdfurikunMovieRewardUtility");
            AdfurikunMovieRewardUtility au = ob.GetComponent <AdfurikunMovieRewardUtility>();
            au.setMovieRewardSrcObject(this.gameObject);
            au.initializeMovieReward();
        }
        switch (this.sceneState)
        {
        case SCENE_STATE.MAIN:
            break;

        case SCENE_STATE.QUIT_WAIT:
            this.sceneState = SCENE_STATE.QUIT;
            break;

        case SCENE_STATE.QUIT:
            this.sceneState = SCENE_STATE.END;
            break;

        case SCENE_STATE.END:
            break;
        }
    }
Esempio n. 5
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 public void LoadSceneAsync(SCENE_STATE state)
 {
     if (m_loadState != SCENE_STATE.None)
     {
         return;
     }
     m_loadState = state;
     m_loadTask  = SceneManager.LoadSceneAsync(state.ToString());
 }
Esempio n. 6
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 public void ScentToMain()
 {
     if (Current_scene_state == SCENE_STATE.MAIN)
     {
         return;
     }
     MyDebug.Log("Scene to Main");
     Change_scene_state  = SCENE_STATE.MAIN;
     Current_scene_state = SCENE_STATE.MAIN;
 }
Esempio n. 7
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    private void SceneToLoding(SCENE_STATE type)
    {
        isLoadResource     = false;
        Ll_scene_state     = type;
        Change_scene_state = SCENE_STATE.Loading;
        if (UIPanel_Loading.instance == null)
        {
            UIManager.instance.Show(UIType.UILoading);
        }

        ////  UIPanel_Loading.instance.SetLoadPercentShow("");
    }
Esempio n. 8
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    public void SceneToMaJiang()
    {
        if (Current_scene_state == SCENE_STATE.MaJiang)
        {
            return;
        }
        MyDebug.Log("Scene to MaJiang");
        Change_scene_state  = SCENE_STATE.MaJiang;
        Current_scene_state = SCENE_STATE.MaJiang;


        //// UIPanel_Loading.instance.SetLoadPercentShow("");
    }
Esempio n. 9
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    public void SceneToShiSanShui()
    {
        if (Current_scene_state == SCENE_STATE.ShiSanShui)
        {
            return;
        }
        MyDebug.Log("Scene to ShiSanShui");
        Change_scene_state  = SCENE_STATE.ShiSanShui;
        Current_scene_state = SCENE_STATE.ShiSanShui;


        ////UIPanel_Loading.instance.SetLoadPercentShow("");
    }
Esempio n. 10
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    public void SceneToLogIn()
    {
        if (Current_scene_state == SCENE_STATE.LOGIN)
        {
            return;
        }
        MyDebug.Log("Scene to LogIn");
        Change_scene_state  = SCENE_STATE.LOGIN;
        Current_scene_state = SCENE_STATE.LOGIN;


        ////UIPanel_Loading.instance.SetLoadPercentShow("");
    }
Esempio n. 11
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    //// Scene遷移時に実行される想定の仮想関数 ////
    // 基底クラスで予め宣言するというもの
    // 派生クラスでオーバーライド(サブクラスでスーパークラスのメソッドを上書き)する事が可能
    // ここでは各SceneのメインクラスのStart()の初めにこのクラスで宣言したStart()を実行してからオーバーライド分を実行しているのでこれで宣言している
    // protected(メンバーアクセス修飾子):protectedメンバは、そのクラス内部と派生クラスのインスタンスからアクセス出来る
    virtual protected void Start()
    {
        // 各システムマネージャーのインスタンスを格納
        //systemManager   = GameObject.Find("SystemManager").GetComponent<SystemManager>();
        soundManager  = SystemManager.instance.soundManager;
        fadeManager   = SystemManager.instance.fadeManager;
        effectManager = SystemManager.instance.effectManager;
        debugManager  = SystemManager.instance.debugManager;

        // 待機状態から始める
        status = SCENE_STATE.START;

        fadeManager.FadeInPlay();
    }
Esempio n. 12
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    public void ChangeSceneState(SCENE_STATE state)
    {
        switch (state)
        {
        case SCENE_STATE.Lobby:
            EtcSetActiveWithAnimation(true);
            topUI.SetActivateWithAnimation(true);
            //chatUI.SetActivateWithAnimation(true); //채팅창 임시 주석
            accountInfoUI.SetActive(true);
            break;

        case SCENE_STATE.Login:
            break;
        }
    }
Esempio n. 13
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    private void OnLevelWasLoaded(int level)
    {
        Debug.Log("현재 로드된 씬 레벨 : " + level);
        Scene scene = SceneManager.GetActiveScene();

        Debug.Log("현재 액티브 씬 : " + scene.name + " 인덱스 : " + scene.buildIndex);
        if (scene.buildIndex == level)
        {
            if (scene.name.Equals(m_loadState.ToString()))
            {
                m_state     = m_loadState;
                m_loadState = SCENE_STATE.None;
                PopupManager.Instance.OpenFadeOut();
            }
        }
    }
        private IEnumerator scene_LoadLevelEnum(string level)
        {
            e.getUI().ui_ShowLoading(true);

            if (SceneManager.GetActiveScene().name == "Startup_Client")
            {
                e.getUI().ui_login_ShowUI(false);
                e.getUI().ui_lobby_HideCharacterSelect();
            }
            State = SCENE_STATE.STATE_LOADING;
            AsyncOperation asyncOp = SceneManager.LoadSceneAsync(level);

            while (!asyncOp.isDone)
            {
                e.getUI().ui_UpdateLoading(asyncOp.progress);
                yield return(null);
            }
        }
 void scene_OnLevelLoad(Scene scene, LoadSceneMode mode)
 {
     State = SCENE_STATE.STATE_READY;
     if (scene.name == "World_Client")
     {
         FirstRun = false;
         //e.getWorld().world_CollectDefaultEntities();
         e.getNetwork().net_sendPlayerReady();
     }
     if (scene.name == "Startup_Client")
     {
         if (!FirstRun)
         {
             e.getUI().ui_ShowLoading(false);
             e.getUI().ui_login_Disconnected("Disconnected.");
         }
     }
 }
Esempio n. 16
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    // Update is called once per frame
    void Update()
    {
        if (!initialized)
        {
            initialized = true;
            adutil.setMovieRewardSrcObject(this.gameObject);
        }
        switch (this.sceneState)
        {
        case SCENE_STATE.MAIN:
            break;

        case SCENE_STATE.QUIT_WAIT:
            this.sceneState = SCENE_STATE.QUIT;
            break;

        case SCENE_STATE.QUIT:
            this.sceneState = SCENE_STATE.END;
            break;

        case SCENE_STATE.END:
            break;
        }
    }
 public void hideMovieNative()
 {
     adMovieNativeUtil.hideMovieNativeAdView();
     sceneState = SCENE_STATE.MAIN;
 }
Esempio n. 18
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 protected override void OnStart()
 {
     base.OnStart();
     m_state = SCENE_STATE.Title;
 }
Esempio n. 19
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 public void ChangeScene(SCENE_STATE sceneState)
 {
     SceneManager.LoadSceneAsync((int)sceneState);
 }
Esempio n. 20
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    public void SceneState()
    {
        switch (Change_scene_state)
        {
        case SCENE_STATE.LOGIN:
            //if (UIPanel_Loading.instance == null)
            //{
            //    UIManager.instance.Show(UIType.UILoading);
            //}
            MyDebug.Log("Scene to LOGIN   1");
            UIManager.instance.ClearUI();
            StartCoroutine(LoadScene(1));
            Change_scene_state = SCENE_STATE.NONE;
            break;

        case SCENE_STATE.MAIN:
            //if (UIPanel_Loading.instance == null)
            //{
            //    UIManager.instance.Show(UIType.UILoading);
            //}
            MyDebug.Log("Scene to MAIN   1");
            UIManager.instance.ClearUI();
            GlobalDataScript.isGameReadly = false;
            GlobalDataScript.isBeginGame  = false;
            StartCoroutine(LoadScene(2));
            Change_scene_state = SCENE_STATE.NONE;
            break;

        case SCENE_STATE.MaJiang:
            //if (UIPanel_Loading.instance == null)
            //{
            //    UIManager.instance.Show(UIType.UILoading);
            //}
            MyDebug.Log("Scene to Game   1");
            UIManager.instance.ClearUI();
            SoundManager.Instance.StopBGM();
            MyDebug.Log("Scene to Game   2");
            StartCoroutine(LoadScene(3));
            Change_scene_state = SCENE_STATE.NONE;
            break;

        case SCENE_STATE.NiuNiu:
            //if (UIPanel_Loading.instance == null)
            //{
            //    UIManager.instance.Show(UIType.UILoading);
            //}
            MyDebug.Log("Scene to Game   1");
            UIManager.instance.ClearUI();
            SoundManager.Instance.StopBGM();
            MyDebug.Log("Scene to Game   2");
            StartCoroutine(LoadScene(4));
            Change_scene_state = SCENE_STATE.NONE;
            break;

        case SCENE_STATE.ShiSanShui:
            //if (UIPanel_Loading.instance == null)
            //{
            //    UIManager.instance.Show(UIType.UILoading);
            //}
            MyDebug.Log("Scene to Game   1");
            UIManager.instance.ClearUI();
            SoundManager.Instance.StopBGM();
            MyDebug.Log("Scene to Game   2");
            StartCoroutine(LoadScene(5));
            Change_scene_state = SCENE_STATE.NONE;
            break;

        default:
            break;
        }
    }
Esempio n. 21
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 public void ChangeScene(SCENE_STATE sceneState)
 {
     _sceneMgr.ChangeScene(sceneState);
     _gameStateMachine.ChangeState((int)sceneState);
 }
 public void SetSceneState(SCENE_STATE state)
 {
     userInfo.sceneState = state;
 }
Esempio n. 23
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 public void SetPlayerState(SCENE_STATE pState)
 {
     PlayerPrefs.SetInt("curState", (int)pState);
     Debug.Log("curState : " + GetPlayerState());
 }