//------------------------------// // Constructor // // I for initializing the scene // //------------------------------// public SceneManager(ContentManager content) { // Branches by entering the next scene switch (nextScene) { // Sample scene case SCENE_TYPE.SAMPLE_SCENE1: currentScene = new SampleScene1(); break; // Main menu scene case SCENE_TYPE.MAIN_MENU_SCENE: currentScene = new MainMenu(); break; // Title scene case SCENE_TYPE.TITLE_SCENE: currentScene = new TitleScene(); break; // To the sample if it is not specified default: currentScene = new SampleScene1(); break; } nextScene = SCENE_TYPE.NONE; // Nothing on // Save content manager this.content = content; }
public bool CheckTutorialLockSceneType(SCENE_TYPE type) { switch (type) { case SCENE_TYPE.SCENE_NONE: case SCENE_TYPE.SCENE_TITLE: case SCENE_TYPE.SCENE_INTRO: return(false); default: return(true); } }
void StartScene(SCENE_TYPE type) { if ((Scene)sceneList[type]) { if (currentScene) { currentScene.Clean(); } currentScene = (Scene)sceneList[type]; currentScene.Initialize(); } }
public static void changeScene(SCENE_TYPE new_scene) { switch (new_scene) { case SCENE_TYPE.menu_scene: SceneManager.LoadScene(0); break; case SCENE_TYPE.game_scene: SceneManager.LoadScene(1); break; case SCENE_TYPE.leaderboard_scene: SceneManager.LoadScene(2); break; default: break; } }
public static void LoadScene(SCENE_TYPE _scene) { SceneManager.LoadScene((int)_scene); }
//--------------------------------------// // 関数名 CreateScene // // Function name CreateScene // 機能 予約されたシーンを作成 // // Create a scene that has been reserved function // 引数 なし // // No argument // 戻り値 なし // // No return value //--------------------------------------// public void CreateScene() { // Delete the current scene currentScene = null; // Create a scene that is reserved switch (nextScene) { // Sample scene case SCENE_TYPE.SAMPLE_SCENE1: currentScene = new SampleScene1(); break; // Sample Scene 2 case SCENE_TYPE.MAIN_MENU_SCENE: currentScene = new MainMenu(); break; case SCENE_TYPE.TITLE_SCENE: currentScene = new TitleScene(); break; } // I to the scene without reservation the following nextScene = SCENE_TYPE.NONE; // I call the initialization processing of the scene that contains new currentScene.Initialize(); // I call the processing load of the scene that contains new currentScene.LoadContent(this.content); }
public string LockSceneKey(SCENE_TYPE sceneType) { return(string.Format("SCENE_TYPE_SCENE_{0}", (int)sceneType)); }