コード例 #1
0
    // 設定狀態
    public void SetState(ISceneState State, string LoadSceneName)
    {
        m_LoadSceneName = LoadSceneName;
        //if (LoadSceneName!="")
        //{
        //    m_LoadSceneName = LoadSceneName;
        //}
        //else
        //{
        //    m_LoadSceneName = "StartScene";
        //}
        Debug.Log("SetState:" + State.ToString());

        m_bRunBegin = false;

        // 載入場景
        LoadScene(LoadSceneName);

        // 通知前一個State結束
        if (m_State != null)
        {
            m_State.StateEnd();
            Debug.Log(m_State);
        }


        // 設定
        m_State = State;
        Debug.Log(m_State);
    }
コード例 #2
0
    public void SetState(ISceneState State, string LoadSceneName)
    {
        Debug.Log("SetState:" + State.ToString());
        m_bRunBegin = false;

        LoadScene(LoadSceneName);


        //close the front(facade) scene
        if (m_State != null)
        {
            m_State.StateEnd();
        }

        m_State = State;
    }
コード例 #3
0
    // 設定狀態
    public void SetState(ISceneState State, string LoadSceneName)
    {
        Debug.Log("SetState:" + State.ToString());
        m_bRunBegin = false;

        // 載入場景
        LoadScene(LoadSceneName);

        // 通知前一個State結束
        if (m_State != null)
        {
            m_State.StateEnd();
        }

        // 設定
        m_State = State;
    }
コード例 #4
0
    /// <summary>
    /// 设置状态
    /// </summary>
    /// <param name="State">状态接口</param>
    /// <param name="LoadSceneName">场景名称</param>
    public void SetState(ISceneState State, string LoadSceneName)
    {
        Debug.Log("SetState:" + State.ToString());
        m_bRunBegin = false;

        //载入场景
        LoadScene(LoadSceneName);

        //通知前一个场景结束
        if (m_State != null)
        {
            m_State.StateEnd();
        }

        //设置当前场景
        m_State = State;
    }
コード例 #5
0
    /// <summary>
    /// 设置状态
    /// </summary>
    /// <param name="State"></param>
    /// <param name="LoadLevelName"></param>
    public void SetState(ISceneState State, string LoadLevelName)
    {
        Debug.Log("SetState:" + State.ToString());

        m_bRunBegin = false;

        //载入场景
        LoadLevel(LoadLevelName);

        //让前一个场景状态结束
        if (m_State != null)
        {
            m_State.StateEnd();
        }

        //设置状态
        m_State = State;
    }
コード例 #6
0
    public void SetState(ISceneState state, bool isLoadScene = true)
    {
        //通知前一个State结束
        if (state != null)
        {
            state.StateEnd();
        }
        Debug.Log("SetState:" + state.ToString());

        this.state = state;

        if (isLoadScene)
        {
            m_AO       = SceneManager.LoadSceneAsync(state.SceneName);
            isRunStart = false;
        }
        else
        {
            state.StateStart();
            isRunStart = true;
        }
    }
コード例 #7
0
    public void SetState(ISceneState State, string LoadSceneName, GameLoop _gameLoop)
    {
        Debug.Log("SetState:" + State.ToString());
        m_bRunBegin = false;
        //0430
        gameLoop = _gameLoop;


        //載入場景
        LoadScene(LoadSceneName);
        //gameLoop.StartLoadScene(LoadSceneName);
        //gameLoop.StartCoroutine(LoadAsynchronously(LoadSceneName, State));

        //通知前一個State結束
        if (m_State != null)
        {
            m_State.StateEnd();
        }

        //設定
        m_State = State;
        //gameLoop.StartCoroutine(CheckLoadFinish(State));
    }