private void Scene_ChangedEvent(object sender, SceneObject so, SceneChangeType type) { if (type == SceneChangeType.Removed) { RemoveAllLinksToSO(so); } }
//======================================================================================= // In演出 [秒]指定 //======================================================================================= public void SceneChangeIn(SceneChangeType type, float seconds) { switch (type) { case SceneChangeType.FADE: //!< フェード用Obj生成 GameObject obj = Instantiate(fadePrefab); // キャンバスに設置 obj.transform.SetParent(GameObject.Find("Canvas").transform, false); //!< コンポーネントの取得 FadeManager fadeManager = obj.GetComponent <FadeManager>(); // 外部コルーチン開始 StartCoroutine(fadeManager.SceneFadeIn(seconds)); break; case SceneChangeType.SLIDE_RIGHT: StartCoroutine(SlideIn_RIGHT(seconds)); break; case SceneChangeType.SLIDE_UP: StartCoroutine(SlideIn_UP(seconds)); break; default: Debug.Log("SceneChangeIn : false"); break; } }
public bool MoveScene(string sceneName, float fadeInTime, float fadeOutTime, SceneChangeType type) { if (_isMoving) { return(false); } _fadeType = materials[(int)type]; StartCoroutine(MoveSceneAnim(sceneName, fadeInTime, fadeOutTime)); return(true); }
public void LoadScene(IStage scene, SceneChangeType changeType = SceneChangeType.CHANGE_FADE) { if (scene == null) { throw new Exception("Scene is Null"); } StackData data = sdatas.Peek(); data.next = scene; data.changeType = changeType; }
private void ActiveScene_ChangedEvent(object sender, SceneObject so, SceneChangeType type) { // [TODO] if we are in a grab, and the object we are grabbing is removed, we need to // gracefully abort somehow... // Problem is that we do not know at behavior level which object is grabbed...that info // is in GrabInfo, which is CaptureData...maybe Behavior can somehow query active CaptureData?? // // (This happens if we do a grab on a multi-select...then we actually selected a TransientGroupSO, // and we start grab, but they immediately discard this GroupSO when we override the gizmo. // So our CaptureData is holding a ref to a SO that has been deleted!) // //if ( in_grab && type == SceneChangeType.Removed && so == }
protected void on_scene_changed(object sender, SceneObject so, SceneChangeType type) { if (type == SceneChangeType.Removed) { List <Action> deleteActions; bool found = SODeletedActionMap.TryGetValue(so, out deleteActions); if (found) { foreach (var action in deleteActions) { action(); } } } }
//======================================================================================= // Out演出 [秒]指定→シーン遷移を開始する //======================================================================================= public void SceneChangeOut(SceneChangeType type, float seconds, string sceneName) { switch (type) { case SceneChangeType.FADE: // コルーチン開始→シーン遷移 StartCoroutine(FadeOutLoadScene(seconds, sceneName)); break; default: Debug.Log("SceneChangeOut : false"); LoadingScene.Instance.LoadScene(sceneName); break; } }
public bool MoveScene(string sceneName, float fadeInTime, float fadeOutTime, SceneChangeType type, bool isPhoton = false) { if (_isMoving) { return(false); } _fadeType = materials[(int)type]; if (isPhoton) { StartCoroutine(MoveScenePhotonAnim(sceneName, fadeInTime, fadeOutTime)); } else { StartCoroutine(MoveSceneAnim(sceneName, fadeInTime, fadeOutTime)); } return(true); }
private void ActiveScene_ChangedEvent(object sender, SceneObject so, SceneChangeType type) { if (so is PrintMeshSO == false) { return; } PrintMeshSO printSO = so as PrintMeshSO; if (type == SceneChangeType.Removed) { RemoveMesh(printSO); } else if (type == SceneChangeType.Added && printSO.CanAutoUpdateFromSource() && printSO.AutoUpdateOnSourceFileChange) { // this should only happen on undo of delete, right? AddMesh(printSO); } }
private void ActiveScene_ChangedEvent(object sender, SceneObject so, SceneChangeType type) { if (so is PrintMeshSO == false) { return; } if (type == SceneChangeType.Added) { PanelRow newRow = add_new_row(so as PrintMeshSO); SORows.Add(so, newRow); pending_updates.Add(so); // in case name changes after this event posts } else if (type == SceneChangeType.Removed) { PanelRow row; if (SORows.TryGetValue(so, out row)) { GameObject.Destroy(row.panel); SORows.Remove(so); } } }
protected virtual void OnSceneChanged(SceneObject so, SceneChangeType type) { FUtil.SafeSendAnyEvent(ChangedEvent, this, so, type); }
private static void Scene_ChangedEvent(object sender, SceneObject so, SceneChangeType type) { CCActions.UpdateObjectSettings(); CCActions.SetCurrentSceneModified(); }