/// <summary> /// /// </summary> public void Init() { if (!_inited) { _inited = true; GameSceneManager.GetInstance().SwitchSceneCompleteEvent += SwitchSceneComplete; } }
IEnumerator LoadSceneCoroutine() { isLoading = true; ShowOverlay(); yield return(new WaitForSeconds(1)); GameSceneManager.GetInstance().GoToNextStage(); }
// Update is called once per frame void Update() { m_Runner.Update(); if (Input.GetButton("Start")) { GameSceneManager.GetInstance().LoadPauseMenuScene(); } }
void OnGUI() { float top = 30; if (GUI.Button(new Rect(30, top, 150, 30), "Go Back to level")) { GameSceneManager.GetInstance().Pop(true); } }
// Use this for initialization void Start() { m_Runner = new FSMRunner(gameObject); m_Runner.RegisterState <GameMaster_State_RunSingleTurn>(); m_Runner.RegisterState <GameMaster_State_CheckGoal>(); m_Runner.RegisterState <GameMaster_State_GameOver>(); m_Runner.RegisterState <GameMaster_State_Victory>(); m_Runner.RegisterState <GameMaster_State_Terminate>(); m_Runner.RegisterState <GameMaster_State_DummyLoop>(); GameMaster_State_Init stateInit = m_Runner.RegisterState <GameMaster_State_Init>(); stateInit.m_FadeWidget = m_InitFadeWidget; stateInit.m_InitColor = m_InitColor; GameMaster_State_PlayIntro statePlayIntro = m_Runner.RegisterState <GameMaster_State_PlayIntro>(); statePlayIntro.m_IntroCutscene = m_IntroCutscene; m_Runner.StartState((int)GameMasterState.Init); m_Pawns = new List <GameObject>(); m_SceneParameter = GameSceneManager.GetInstance().GetParameter <CombatSceneParameter>(); m_Settings = GetComponent <Combat_Settings>(); for (int prefabId = 0; prefabId < m_SceneParameter.m_EnemiesPawns.Count; prefabId++) { Transform prefab = m_SceneParameter.m_EnemiesPawns[prefabId]; Vector3 position = m_Settings.ComputePawnEnemyGlobalPosition(prefabId); Quaternion orientation = m_Settings.ComputePawnEnemyGlobalOrientation(prefabId); Transform pawn = (Transform)Instantiate(prefab, position, orientation); pawn.parent = gameObject.transform.root; m_Pawns.Add(pawn.gameObject); StickToGround.Apply(pawn.gameObject); } for (int prefabId = 0; prefabId < m_SceneParameter.m_PlayerPawns.Count; prefabId++) { Transform prefab = m_SceneParameter.m_PlayerPawns[prefabId]; Vector3 position = m_Settings.ComputePawnPlayerGlobalPosition(prefabId); Quaternion orientation = m_Settings.ComputePawnPlayerGlobalOrientation(prefabId); Transform pawn = (Transform)Instantiate(prefab, position, orientation); pawn.parent = gameObject.transform.root; m_Pawns.Add(pawn.gameObject); StickToGround.Apply(pawn.gameObject); } m_UIEffects.HideDamageEffect(); m_UIEffects.HideGameOverEffect(); m_UIEffects.HideVictoryEffect(); }
public void Start() { DontDestroyOnLoad(this); var dataManager = DataManager.GetInstance(); dataManager.LoadStageData(); GameSceneManager.GetInstance().LoadScene(2); }
private void InitManager() { LogManager.Init(); CoroutineUtil.Init(_gameController); ResourceManager.GetInstance().Init(); DataConfigManager.GetInstance().Init(); TimeManager.GetInstance().Init(); ObjectManager.GetInstance().Init(); InteractiveManager.GetInstance().Init(); GameSceneManager.GetInstance().Init(); }
public void Enter() { GameSceneManager.GetInstance().LoadScene(2); GameSceneManager.GetInstance().SceneLoadProgressEvent += (p) => { LogManager.Debug("load scene progress:" + p); }; GameSceneManager.GetInstance().SwitchSceneCompleteEvent += (p) => { ObjectManager.GetInstance().Test(); }; }
public override void OnEnter() { foreach (GameObject obj in GameTurnManager.GetInstance().m_PlayerPawns) { PawnBehavior bhv = obj.GetComponent <PawnBehavior>(); PawnStatistics stats = obj.GetComponent <PawnStatistics>(); GameStateManager.GetInstance().GetCharacter(bhv.m_CharacterId).SaveFrom(stats); } GameSceneManager.GetInstance().Pop(true); LevelMaster.GetInstance().ComeBackFromBattle(); }
private void SwitchSceneComplete(SceneInfo pInfo) { GameObject pGameObject = ResourceManager.GetInstance().LoadFromResource("GameSystem/FingerGestures", null, true) as GameObject; _fingerGestures = pGameObject.GetComponent <FingerGestures>(); GameObject.DontDestroyOnLoad(pGameObject); GameSceneManager.GetInstance().SwitchSceneCompleteEvent -= SwitchSceneComplete; _fingerGestures.gameObject.GetComponent <ScreenRaycaster>().Cameras = new Camera[] { Camera.main }; _swipeRecognizer = _fingerGestures.gameObject.GetComponent <SwipeRecognizer>(); _pinchRecognizer = _fingerGestures.gameObject.GetComponent <PinchRecognizer>(); (_fingerGestures.gameObject.GetComponent <DragRecognizer>()).OnGesture += OnDrag; _swipeRecognizer.OnGesture += OnSwip; _pinchRecognizer.OnGesture += OnPinch; }
public override void OnEnter() { CombatSceneParameter param = new CombatSceneParameter(); param.m_EnemiesPawns.AddRange(m_Behavior.m_EnemyCombatSettings.m_PawnsPrefab); Transform prefabPawnPlayer = Resources.Load <Transform>("Prefabs/Pawns/Pawn_Player"); Transform prefabPawnSidekick = Resources.Load <Transform>("Prefabs/Pawns/Pawn_Sidekick"); param.m_PlayerPawns.Add(prefabPawnPlayer); param.m_PlayerPawns.Add(prefabPawnSidekick); GameSceneManager.GetInstance().LoadCombatScene("Level_01_Combat_01", param); m_Runner.SetImmediateCurrentState((int)LevelMasterState.Nothing); }
void Update() { if (!m_InputCooldown.IsCooldownElapsed()) { return; } if (Input.GetButton("RB")) { ++m_SelectedTabId; if (m_SelectedTabId >= m_Tabs.Length) { m_SelectedTabId = 0; } UpdateSelectedTab(m_Tabs[m_SelectedTabId]); m_InputCooldown.StartCooldown(); } else if (Input.GetButton("LB")) { --m_SelectedTabId; if (m_SelectedTabId < 0) { m_SelectedTabId = m_Tabs.Length - 1; } UpdateSelectedTab(m_Tabs[m_SelectedTabId]); m_InputCooldown.StartCooldown(); } else if (Input.GetButtonDown("Start")) { m_StartButtonDown = true; } else if (Input.GetButtonUp("Start")) { if (m_StartButtonDown) { GameSceneManager.GetInstance().Pop(true); } } }
///////////////////////////////////////////////////////////////////////////////////////////////// /// public void Test() { var tPlayerData = new PlayerData(DataConfigManager.GetInstance(), 1) { Guid = 1, HP = 30, MP = 30, Position = new Vector3(0, 0, 0) }; CreatePlayer(tPlayerData); for (int i = 0; i < 0; i++) { tPlayerData = new PlayerData(DataConfigManager.GetInstance(), 1) { Guid = (uint)(2 + i), HP = 30, MP = 30, Position = new Vector3(10f * (float)Math.Cos(i * 1f), 0, 10f * (float)Math.Sin(i * 1f)) }; CreatePlayer(tPlayerData); } GameSceneManager.GetInstance().SetCameraObject(Self); var tNPCData = new NPCData(DataConfigManager.GetInstance(), 1) { Guid = 1, Position = new Vector3(15, 0, 15) }; CreatNPC(tNPCData); tNPCData = new NPCData(DataConfigManager.GetInstance(), 1) { Guid = 2, Position = new Vector3(0, 0, 0) }; CreatNPC(tNPCData); }
public IEnumerator FadeInOut() { var color = this.imgLogo.color; float alpha = color.a; while (true) { alpha += 0.016f; color.a = alpha; this.imgLogo.color = color; if (alpha >= 1) { alpha = 1; break; } yield return(null); } yield return(new WaitForSeconds(1.5f)); while (true) { alpha -= 0.016f; color.a = alpha; this.imgLogo.color = color; if (alpha <= 0) { alpha = 0; break; } yield return(null); } GameSceneManager.GetInstance().LoadScene(3); }
public void Restart() { GameConfiguration.GetInstance().mouseSensivity = 1; GameSceneManager.GetInstance().ReturnToWelcome(); }
private void LoadStageScene(int stageId) { GameSceneManager.GetInstance().LoadScene(4, stageId); }
public void InitStage(int stageId) { this.stageId = stageId; Debug.LogFormat("불러온 스테이지 id : {0}", this.stageId); //stageNum에 맞는 스테이지 불러와서 실행 #region Data var dataManager = DataManager.GetInstance(); var stageData = dataManager.dicStageData[this.stageId]; #endregion #region Info var infoManager = InfoManager.GetInstance(); var userInfo = infoManager.GetUserInfo(); var userStageLevel = userInfo.stageLevel; #endregion #region Stage Reset this.cube.transform.position = new Vector3(0, 1, 0); this.SetStageMap(stageData.path); this.SetCamara(stageData.cameraX, stageData.cameraY, stageData.cameraZ); this.btnStart.gameObject.SetActive(true); this.buttons.SetActive(false); this.cube.isMoveWait = false; this.SetDefeat(stageData.maxMove, stageData.timeLimit); #endregion Stage Reset this.cube.onMoveCount = () => { this.MoveCounting(); }; this.cube.onGameClear = () => { if (this.isFaeiled == false) { this.isClear = true; this.objTxtMove.SetActive(false); this.objTxtTime.SetActive(false); this.StageClear(userStageLevel, stageData.stageLevel); this.txtTimeLimit.gameObject.SetActive(false); this.txtCurrentMove.gameObject.SetActive(false); this.txtMaxMove.gameObject.SetActive(false); } }; this.cube.onGameFailed = () => { if (this.isClear == false) { this.isFaeiled = true; this.objTxtMove.SetActive(false); this.objTxtTime.SetActive(false); this.StageFailed(userStageLevel, stageData.stageLevel); this.txtTimeLimit.gameObject.SetActive(false); this.txtCurrentMove.gameObject.SetActive(false); this.txtMaxMove.gameObject.SetActive(false); } }; #region Button this.btnStart.onClick.AddListener(() => { this.btnStart.gameObject.SetActive(false); this.buttons.SetActive(true); this.cube.isMoveWait = true; StartCoroutine(this.MoveCamera()); StartCoroutine(this.Timer()); }); this.btnRegameKey.onClick.AddListener(() => { Debug.Log("다시하기"); GameSceneManager.GetInstance().LoadScene(4, this.stageId); }); this.btnHomeKey.onClick.AddListener(() => { Debug.Log("난이도 선택"); GameSceneManager.GetInstance().LoadScene(3); }); this.btnNextStage.onClick.AddListener(() => { Debug.LogFormat("다음 단계 : {0}", this.stageId + 1); GameSceneManager.GetInstance().LoadScene(4, this.stageId + 1); }); #endregion }
// Update is called once per frame void Update() { if (PlayerPrefs.GetInt("exhibition") == 1) { if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name != "MainMenu") { if (Input.mousePosition == lastMousePos) { idleTime += Time.deltaTime; DebugCanvas.Inst.SetRestartText(60 - idleTime); if (idleTime >= 60) { DebugCanvas.Inst.Restart(); } } else { idleTime = 0; lastMousePos = Input.mousePosition; } } } if (Input.GetKeyDown(KeyCode.RightArrow)) { GameSceneManager.GetInstance().GoToNextStage(); } if (Input.GetKeyDown(KeyCode.LeftArrow)) { GameSceneManager.GetInstance().GoToPrevStage(); } if (Input.GetKeyDown(KeyCode.UpArrow)) { GameSceneManager.GetInstance().ReloadScene(); } if (Input.GetKeyDown(KeyCode.DownArrow)) { GameSceneManager.GetInstance().ReturnToWelcome(); } if (Input.GetKeyDown(KeyCode.Escape)) { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif } if (GameStateManager.GetInstance().GetGameState() == GameStateManager.GameState.VictoryWaintInput) { if (Input.GetMouseButtonDown(0)) { GameSceneManager.GetInstance().GoToNextStage(); } return; } if (GameStateManager.GetInstance().GetGameState() != GameStateManager.GameState.GamePlay && GameStateManager.GetInstance().GetGameState() != GameStateManager.GameState.TitleWaitInput) { return; } #if (UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR if (Input.touchCount > 0) { if (Input.touchCount > 3) { int checkMoveFinger = 0; foreach (var touch in Input.touches) { if (touch.phase == TouchPhase.Began) { if (!dragTouchs.ContainsKey(touch.fingerId)) { dragTouchs.Add(touch.fingerId, touch.position); } else { dragTouchs[touch.fingerId] = touch.position; } } if (touch.phase == TouchPhase.Moved) { if (!dragTouchs.ContainsKey(touch.fingerId)) { continue; } if (dragTouchs[touch.fingerId].y > touch.position.y) { checkMoveFinger++; } } } if (checkMoveFinger > 3) { StartCoroutine(SpawnHeapOfMoney()); dragTouchs.Clear(); } } else if (Input.touchCount == 1) { if (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(0).phase == TouchPhase.Stationary) { currentInput = InputState.Hold; } if (Input.GetTouch(0).phase == TouchPhase.Began) { currentInput = InputState.Down; startPos = Input.GetTouch(0).position; } } } else { currentInput = InputState.Up; } #else if (Input.GetMouseButtonDown(0)) { currentInput = InputState.Down; startPos = Input.mousePosition; } else if (Input.GetMouseButton(0)) { currentInput = InputState.Hold; } if (!Input.GetMouseButton(0)) { currentInput = InputState.Up; } #endif if (currentInput == InputState.Down) { dragTime = 0; cacheTrail = CloneTrail(); } if (currentInput == InputState.Hold) { dragTime += Time.deltaTime; } //trail renderer if (Input.GetMouseButton(0) && dragTime < trailDragDuration) { if (cacheTrail) { Vector3 touchPos = Camera.main.ScreenToWorldPoint(Input.mousePosition); touchPos.z = -1.96f; //hardcoded trail z pos cacheTrail.transform.position = touchPos; } } if (Input.GetKeyDown(KeyCode.Return)) { StartCoroutine(SpawnHeapOfMoney()); } }
void Awake() { GameSceneManager.GetInstance().PushCurrentRoot(); }