Esempio n. 1
0
 void on_scene_exit( ref Scene scene )
 {
     if ( scene == null ) return;
     #if DEBUG_SCENE_TRANSITIONS
     System.Console.WriteLine( Common.FrameCount + " on_scene_exit " + scene.DebugInfo() );
     #endif // #if DEBUG_SCENE_TRANSITIONS
     scene.OnExit();
 }
Esempio n. 2
0
        void replace_scene( Scene new_scene )
        {
            #if DEBUG_SCENE_TRANSITIONS
            System.Console.WriteLine( "" );
            System.Console.WriteLine( Common.FrameCount + " replace_scene " + get_top_scene().DebugInfo() + " -> " + new_scene.DebugInfo() );
            #endif // #if DEBUG_SCENE_TRANSITIONS

            if ( m_canceled_replace_scene.Contains( new_scene ) )
            {
                #if DEBUG_SCENE_TRANSITIONS
                System.Console.WriteLine( Common.FrameCount + " => replace_scene cancelled because this scene has been interrupted by an other transition during this frame" );
                #endif // #if DEBUG_SCENE_TRANSITIONS
                return;
            }

            Common.Assert( m_scenes_stack.Count > 0, "Can't ReplaceScene: scene stack is empty" );
            Scene previous_scene = get_top_scene();
            m_scenes_stack[ m_scenes_stack.Count - 1 ] = new_scene;
            Common.Assert( previous_scene != new_scene );
            on_scene_change( previous_scene, new_scene );
        }
Esempio n. 3
0
        // this function is called everytime scene changes
        void on_scene_change( Scene previous_scene, Scene next_scene )
        {
            //			if ( previous_scene!=null ) System.Console.WriteLine( "previous_scene " + previous_scene.DebugInfo() );
            //			if ( next_scene!=null ) System.Console.WriteLine( "next_scene " + next_scene.DebugInfo() );

            Common.Assert( previous_scene != next_scene );

            bool prev_is_transition = previous_scene != null && previous_scene.IsTransitionScene();
            bool next_is_transition = next_scene != null && next_scene.IsTransitionScene();

            if ( !prev_is_transition && !next_is_transition )
            {
                #if DEBUG_SCENE_TRANSITIONS
                System.Console.WriteLine( Common.FrameCount + " 1 [ scene -> scene ]" );
                #endif // #if DEBUG_SCENE_TRANSITIONS

                on_scene_exit( ref previous_scene );
                on_scene_enter( ref next_scene );
            }
            else if ( !prev_is_transition && next_is_transition )
            {
                #if DEBUG_SCENE_TRANSITIONS
                System.Console.WriteLine( Common.FrameCount + " 2 [ scene -> transition ]" );
                System.Console.WriteLine( Common.FrameCount + " >>>>>>>>>>>>>> start transition" );
                #endif // #if DEBUG_SCENE_TRANSITIONS

                // initialize PreviousScene (TransitionScene sets it to null)
                ((TransitionScene)next_scene).PreviousScene = previous_scene;

            //				on_scene_exit( ref previous_scene ); // no! this will be called at the end of the transition, in case 3

                on_scene_enter( ref next_scene );// entering a transition scene
                on_scene_enter( ref ((TransitionScene)next_scene).NextScene );
            }
            else if ( prev_is_transition && !next_is_transition )
            {
                #if DEBUG_SCENE_TRANSITIONS
                System.Console.WriteLine( Common.FrameCount + " 3 [ transition -> scene ]" );
                if ( next_scene == null )
                    System.Console.WriteLine( Common.FrameCount + " next_scene is null" );
                #endif // #if DEBUG_SCENE_TRANSITIONS

                // assume we are replacing the current transition by its own NextScene, ie:

                #if DEBUG_SCENE_TRANSITIONS
                if ( next_scene != ((TransitionScene)previous_scene).NextScene )
                {
                    System.Console.WriteLine( Common.FrameCount + " ((TransitionScene)previous_scene).NextScene = " + ((TransitionScene)previous_scene).NextScene.DebugInfo() );
                    System.Console.WriteLine( Common.FrameCount + " -> next_scene = " + next_scene.DebugInfo() );
                }
                #endif // #if DEBUG_SCENE_TRANSITIONS

                Common.Assert( next_scene == ((TransitionScene)previous_scene).NextScene ); // https://npdev-ext.scei.co.jp/pssuite/bugzilla/process_bug.cgi

                on_scene_exit( ref ((TransitionScene)previous_scene).PreviousScene );
                on_scene_exit( ref previous_scene ); // leaving a transition scene

            //				on_scene_enter( ref next_scene ); // no! has already been called at the beginning of the transition, in case 2 pr 4

                #if DEBUG_SCENE_TRANSITIONS
                System.Console.WriteLine( Common.FrameCount + " <<<<<<<<<<<<<< end transition" );
                #endif // #if DEBUG_SCENE_TRANSITIONS
            }
            else if ( prev_is_transition && next_is_transition )
            {
                // interrupting a transition by an other transition:

                #if DEBUG_SCENE_TRANSITIONS
                System.Console.WriteLine( Common.FrameCount + " 4 [ transition -> transition ]" );
                #endif // #if DEBUG_SCENE_TRANSITIONS

                ((TransitionScene)next_scene).PreviousScene = ((TransitionScene)previous_scene).NextScene;

                // this transition scene is "cancelled", remove its ReplaceScene action from action manager
                ((TransitionScene)previous_scene).cancel_replace_scene();
                // also remember that this scene has been cancelled in case the ReplaceScene was added to the event list we are executing *in this frame*
                m_canceled_replace_scene.Add( ((TransitionScene)previous_scene).NextScene );

                on_scene_exit( ref ((TransitionScene)previous_scene).PreviousScene );
                on_scene_exit( ref previous_scene ); // leaving a transition scene

                #if DEBUG_SCENE_TRANSITIONS
                System.Console.WriteLine( Common.FrameCount + " >>>>>>>>>>>>>> start *new* transition (" + ((TransitionScene)previous_scene).PreviousScene.DebugInfo() + " interrupted)" );
                #endif // #if DEBUG_SCENE_TRANSITIONS

                on_scene_enter( ref next_scene );// entering a transition scene
                on_scene_enter( ref ((TransitionScene)next_scene).NextScene );
            }
        }