Esempio n. 1
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        /// <summary>
        /// Loop変更 / Stack Topを消して差し替える
        /// </summary>
        /// <param name="nextLoop"></param>
        public void Push(eLoop nextLoop, IBridgeLoopParam param = null)
        {
            Param parameter = new Param {
                Current = nextLoop, BridgeParam = param, Obj = null,
            };

            stack.Push(parameter);
            execAsync(parameter).Forget();
        }
Esempio n. 2
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        /// <summary>
        /// テキスト明滅させて次のLoopへ遷移
        /// </summary>
        /// <param name="txt"></param>
        /// <param name="loopId"></param>
        /// <returns></returns>
        async private UniTask transitStart(TextMeshProUGUI txt, eLoop loop, IBridgeLoopParam param = null)
        {
            isTransiting = true;

            await LibFunction.FlashUIAsync(txt, this.GetCancellationTokenOnDestroy());

            await UniTask.Delay(200, cancellationToken : this.GetCancellationTokenOnDestroy());

            loopExecuter.Push(loop, param);
        }
Esempio n. 3
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 /// <summary>
 /// 終了時
 /// </summary>
 /// <returns></returns>
 public async override UniTask Exit(eLoop nextLoop)
 {
     // 切断待機
     Debug.Log("ExitLoop");
     await disposeConnect();
 }
Esempio n. 4
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 /// <summary>後始末関数</summary>
 public abstract UniTask Exit(eLoop nextLoop);
Esempio n. 5
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 /// <summary>
 /// 終了時
 /// </summary>
 /// <returns></returns>
 async public override UniTask Exit(eLoop nextLoop)
 {   // warning回避…
     await UniTask.Yield(PlayerLoopTiming.Update, this.GetCancellationTokenOnDestroy());
 }
Esempio n. 6
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 /// <summary>
 /// LoopのPrefabパス取得
 /// </summary>
 /// <param name="id"></param>
 /// <returns></returns>
 public static ParamLoopResource GetParamLoopResource(eLoop loop)
 {
     return(PARAM_LOOP_RESOURCE_DICT[loop]);
 }