protected override void OnEnter() { Board.Instance.gameObject.SetActive(true); this.creditsScene = Object.Instantiate(Resources.Load <CreditsScene>("Prefabs/Credits")); this.creditsScene.Skipped += OnCreditsSkipped; this.creditsScene.Initialize(); Container.Instance.Resolve <Interactor>().EnterDisabledState(); }
//private RotatingBarrel m_Barrel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. //spriteBatch = new SpriteBatch(GraphicsDevice); m_Scheduler = new SceneScheduler(); m_Scheduler.MainTune = Music.GetMenuTune(); m_PlayingScene = new PlayingScene(); m_ChooseModeScene = new ChooseModeScene(@"Backgrounds\ChooseMode"); m_SelectPlayerScene = new SelectPlayerScene(@"Backgrounds\JoinPlayers"); m_SplashScreen = new SplashScene(@"Backgrounds\Splash"); m_WinScene = new WinScene(@"Backgrounds\Score"); m_CreditsScene = new CreditsScene(@"Backgrounds\Credits"); m_Scheduler.AddSceneChange( new SceneChange(m_SplashScreen, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); // m_Scheduler.AddSceneChange(new SceneChange(m_SelectPlayerScene, m_ChooseModeScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); m_Scheduler.AddSceneChange(new SceneChange(m_SelectPlayerScene, m_PlayingScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); //m_Scheduler.AddSceneChange(new SceneChange(m_ChooseModeScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.B))); //m_Scheduler.AddSceneChange(new SceneChange(m_ChooseModeScene, m_PlayingScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); // m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_ChooseModeScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.B))); // m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.B))); m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_WinScene, gt => m_PlayingScene.GameOver())); // m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_WinScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); // m_Scheduler.AddSceneChange(new SceneChange(m_WinScene, m_ChooseModeScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); m_Scheduler.AddSceneChange(new SceneChange(m_WinScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); m_Scheduler.AddSceneChange(new SceneChange(m_WinScene, m_CreditsScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.Y))); m_Scheduler.AddSceneChange(new SceneChange(m_CreditsScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.A))); m_Scheduler.AddSceneChange(new SceneChange(m_PlayingScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.Back))); m_Scheduler.AddSceneChange(new SceneChange(m_WinScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.Back))); m_Scheduler.AddSceneChange(new SceneChange(m_CreditsScene, m_SelectPlayerScene, gt => Conditions.ButtonClickedOnAnyController(Buttons.Back))); Components.Add(m_CreditsScene); Components.Add(m_WinScene); Components.Add(m_SplashScreen); Components.Add(m_SelectPlayerScene); Components.Add(m_ChooseModeScene); Components.Add(m_PlayingScene); Components.Add(m_Scheduler); //Components.Add(m_Barrel); base.LoadContent(); // TODO: use this.Content to load your game content here }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); _resources = new Resources(this); // Add startScene startScene = new StartScene(this, spriteBatch); Components.Add(startScene); startScene.Show(true); // Add playScene playScene = new GameScene(this, spriteBatch); Components.Add(playScene); playScene.Show(false); // Add creditsScene creditsScene = new CreditsScene(this, spriteBatch); Components.Add(creditsScene); creditsScene.Show(false); // Add helpScene helpScene = new HelpScene(this, spriteBatch); Components.Add(helpScene); helpScene.Show(false); // Add highScoreScene highScoreScene = new HighScoreScene(this, spriteBatch); Components.Add(highScoreScene); highScoreScene.Show(false); // Create enterSound enterSoundIns = this.Content.Load <SoundEffect>("Sounds/enterSound").CreateInstance(); // Create and play music menuMusic = this.Content.Load <Song>("Sounds/pauseMenu"); MediaPlayer.Play(menuMusic); }
private void Awake() { player = FindObjectOfType <Player>(); if (player) { player.InitializePlayer(this); } playerCamera = FindObjectOfType <FirstPersonCamera>(); if (playerCamera) { playerCamera.InitializePlayerCamera(this); } titleScreen = FindObjectOfType <TitleScreen>(); if (titleScreen) { titleScreen.InitializeTitleScreen(this); } checkObjectCamera = FindObjectOfType <CheckObjectCamera>(); if (checkObjectCamera) { checkObjectCamera.InitializeCheckObjectCamera(this); } playerCamera.target = player.headPosition; interfactableObjectList = new List <InteractableObject>(); InteractableObject[] interactableObjects = FindObjectsOfType <InteractableObject>(); foreach (InteractableObject i in interactableObjects) { i.InitializeInteractableObject(this); interfactableObjectList.Add(i); } titaDialogue = FindObjectOfType <TitaDialogue>(); if (titaDialogue) { titaDialogue.InitializeDialogue(this); } creditsScene = FindObjectOfType <CreditsScene>(); if (creditsScene) { creditsScene.InitializeCreditsScene(this); } miniGame = MiniGame.None; loadingScreen = FindObjectOfType <LoadingScreen>(); if (loadingScreen) { loadingScreen.InitializeLoadingScreen(this); } InitializeLumpiaMiniGame(); InitializeLechonMiniGame(); volume = 0.5f; audioSource = GetComponent <AudioSource>(); audioSource.clip = introMusic; audioSource.Play(); }