// 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; } }
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(); } } }
// 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; } }
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; } }
public void LoadSceneAsync(SCENE_STATE state) { if (m_loadState != SCENE_STATE.None) { return; } m_loadState = state; m_loadTask = SceneManager.LoadSceneAsync(state.ToString()); }
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; }
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(""); }
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(""); }
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(""); }
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(""); }
//// 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(); }
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; } }
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."); } } }
// 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; }
protected override void OnStart() { base.OnStart(); m_state = SCENE_STATE.Title; }
public void ChangeScene(SCENE_STATE sceneState) { SceneManager.LoadSceneAsync((int)sceneState); }
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; } }
public void ChangeScene(SCENE_STATE sceneState) { _sceneMgr.ChangeScene(sceneState); _gameStateMachine.ChangeState((int)sceneState); }
public void SetSceneState(SCENE_STATE state) { userInfo.sceneState = state; }
public void SetPlayerState(SCENE_STATE pState) { PlayerPrefs.SetInt("curState", (int)pState); Debug.Log("curState : " + GetPlayerState()); }