Inheritance: BaseScene
コード例 #1
0
    public override void execute()
    {
        GameScene gameScene = mReceiver as GameScene;

        if (gameScene.getSceneType() != GAME_SCENE_TYPE.GST_MAIN)
        {
            return;
        }
        MainScene mainScene = gameScene as MainScene;

        if (!mainScene.atProcedure(PROCEDURE_TYPE.PT_MAIN_ROOM_LIST))
        {
            return;
        }
        MainSceneRoomList roomListProcedure = mainScene.getCurOrParentProcedure <MainSceneRoomList>(PROCEDURE_TYPE.PT_MAIN_ROOM_LIST);

        // 还未冷却请求CD,则不能请求
        if (!roomListProcedure.canRequestRoomList())
        {
            return;
        }
        clampMin(ref mCurPageIndex, 0);
        // 向服务器请求一页房间列表
        CSRequestRoomList requestRoomList = mSocketManager.createPacket <CSRequestRoomList>();

        requestRoomList.mMinIndex.mValue = (short)(mCurPageIndex * GameDefine.MAX_REQUEST_ROOM_COUNT);
        requestRoomList.mMaxIndex.mValue = (short)(requestRoomList.mMinIndex.mValue + GameDefine.MAX_REQUEST_ROOM_COUNT);
        mSocketManager.sendMessage(requestRoomList);
    }
コード例 #2
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ファイル: Block.cs プロジェクト: fhausman/arkanoid-remake
    public override void _Ready()
    {
        scene = GetNode <MainScene>("/root/Main");
        audio = scene.GetNode <AudioManager>("AudioManager");

        Points += ((int)MainScene.CurrentLevel) * Points;
    }
コード例 #3
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        public override void Process(Entity entity)
        {
            //
            // ONLY piano key entities come here
            //
            MainGameScene = entity.Scene as MainScene;              //hand entity belongs to MainScene

            SpriteRenderer   sp = entity.GetComponent <SpriteRenderer>();
            PlayingComponent pc = entity.GetComponent <PlayingComponent>();

            if (pc.ChannelMsg.Command == ChannelCommand.NoteOn)
            {
                sp.Color = Color.Blue;
            }
            else
            {
                sp.Color = Color.White;
            }
            entity.RemoveComponent <PlayingComponent>();

            if (PrevKey == null)
            {
                PrevKey = entity;
                return;
            }

            SpriteRenderer PrevSp = PrevKey.GetComponent <SpriteRenderer>();

            PrevSp.Color = Color.White;
            PrevKey      = entity;
        }
コード例 #4
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        public void FlagPoleCreationTest()
        {
            var game = new GameObject("Mario");

            ResourceManager.Instance.LoadSpriteSheetFromFile("sm-mario-sprites", @"resources\sm-mario-sprites.png", 10);
            ResourceManager.Instance.LoadFontFromFile("arial", @"resources\arial.ttf");
            var s = new MainScene(game)
            {
                Name = "play"
            };

            game.SceneManager.AddScene(s);

            var flagPole = new FlagPole(game);

            Assert.IsFalse(flagPole.HasUpwardVelocity, "Flag pole is moving upwards!");
            Assert.IsFalse(flagPole.IgnoreAllCollisions, "Flag pole is uncollidable!");
            Assert.IsFalse(flagPole.IgnorePlayerCollisions, "Flag pole is uncollidable by player!");
            Assert.IsFalse(flagPole.IsJumping, "Flag pole is jumping!");
            Assert.IsFalse(flagPole.IsMoving, "Flag pole is moving!");
            Assert.IsFalse(flagPole.IsPlayer, "Flag pole is player!");
            Assert.IsTrue(flagPole.IsStatic, "Flag pole is not static!");
            Assert.IsTrue(flagPole.Visible, "Flag pole is invisible!");
            Assert.IsTrue(flagPole.Acceleration == 0, "Flag pole is accelerating!");
            Assert.IsTrue(flagPole.Velocity == 0, "Flag pole has non-zero velocity!");
            Assert.IsFalse(flagPole.IsAffectedByGravity, "Flag pole shouldn't be affected by gravity until Mario touches it!");
        }
コード例 #5
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    /// <summary>
    /// 初始化场景
    /// </summary>
    public override void Initialize()
    {
        isOnUpdate = false;

        sceneDic["MainScene"]   = new MainScene();
        sceneDic["BattleScene"] = new BattleScene();
    }
コード例 #6
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ファイル: MainScene.cs プロジェクト: SEU-Heroes/Heroes
 /// <summary>
 /// 在实例化的同时进行基本参数的设置,调用在Start()之前
 /// </summary>
 /// 作者:庄亦舟
 void Awake()
 {
     totalHP   = GameManager._maxHP;
     totalSP   = GameManager._maxRage;
     tempPara  = 0;
     _instance = this;
 }
コード例 #7
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        public override void Initialize()
        {
            SetMainLight(fk_Material.TrueWhite, new fk_Vector(0, 0, -1));
            SetStateLight(fk_Material.TrueWhite, new fk_Vector(0, 0, -1));
            SetMainCamera(new fk_Vector(0, 0, 100));
            SetStateCamera(new fk_Vector(0, 0, 100));

            _titleTex = new fk_RectTexture();
            if (!_titleTex.ReadJPG("sram.jpg"))
            {
                Console.WriteLine("Tex Load Error");
            }
            _titleTex.TextureSize = new fk_TexCoord(40, 30);

            _titleTexModel = new fk_Model()
            {
                Shape    = _titleTex,
                Material = fk_Material.White
            };
            _titleTexModel.GlMoveTo(new fk_Vector(0, 10, 0));
            MainScene.EntryModel(_titleTexModel);

            _guideSprite = new fk_SpriteModel();
            if (!_guideSprite.InitFont("PixelMplus12-Regular.ttf"))
            {
                Console.WriteLine("Font Load Error.");
            }

            _guideSprite.PrdScale(0.2);
            _guideSprite.DrawText("Enter : Start");
            _guideSprite.GlMoveTo(new fk_Vector(0, -20, 0));

            MainScene.EntryModel(_guideSprite);
            base.Initialize();
        }
コード例 #8
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 public ChasingBehavior(MainScene scene, float chaseDist, float forgetDist, float spd)
 {
     this.Scene      = scene;
     this.ChaseDist  = chaseDist;
     this.ForgetDist = forgetDist;
     this.Spd        = spd;
 }
コード例 #9
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        public static void RunLoop()
        {
            while (IsExist is true)
            {
                //update time
                Time.Update();

                SystemScene?.Update(Time.DeltaSeconds);
                MainScene?.Update(Time.DeltaSeconds);

                BehaviorSystems.ForEach((system) => UpdateBehaviorSystem(system));

                if (EngineWindow != null && EngineWindow.IsExisted != false)
                {
                    EngineWindow.Update(Time.DeltaSeconds);
                }

                if (EngineWindow != null && EngineWindow.IsExisted == false)
                {
                    IsExist = false;
                }

                PresentRender.BeginDraw();
                BehaviorSystems.ForEach((system) => system.Present(PresentRender));
                PresentRender.EndDraw(false);
            }
        }
コード例 #10
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    // ISCENECOMPONENT INTERFACE

    void ISceneComponent.Initialize(MainScene scene)
    {
        m_CharacterController = GetComponent <CharacterController>();
        m_InputManager        = scene.InputManager;

        m_InputManager.LockCursor(true);
    }
コード例 #11
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 // Use this for initialization
 void Start()
 {
     if(GameObject.Find("MainScene"))
         mainScene = GameObject.Find("MainScene").GetComponent<MainScene>();
     if (GameObject.Find("BedScene"))
         bedScene = GameObject.Find("BedScene").GetComponent<BedScene>();
 }
コード例 #12
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        public override void Process(Entity entity)
        {
            //
            // ONLY MOUSE entity comes here
            //
            MainGameScene             = entity.Scene as MainScene;  //hand entity belongs to MainScene
            CurrentMouse              = Mouse.GetState();
            MousePos                  = new Vector2(CurrentMouse.Position.X, CurrentMouse.Position.Y);
            entity.Transform.Position = Scene.Camera.ScreenToWorldPoint(new Vector2(CurrentMouse.Position.X, CurrentMouse.Position.Y));

            MouseCollider = entity.GetComponent <BoxCollider>();     //did we click on a BoxCollider
            if (Input.LeftMouseButtonPressed)
            {
                if (MouseCollider.CollidesWithAny(out CollisionResult collisionResult))
                {
                    //KeyPressed = collisionResult.collider.entity;
                    //Sprite sp = KeyPressed.GetComponent<SpriteRenderer>();
                    //sp.Color = Color.Blue;
                }
            }
            if (Input.LeftMouseButtonReleased)
            {
                //Sprite sp = KeyPressed.GetComponent<SpriteRenderer>();
                //sp.Color = Color.White;
            }
        }
コード例 #13
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        public override void Initialize()
        {
            base.Initialize();

            MainScene.ClearModel();
            StateScene.ClearModel();

            SetMainLight(fk_Material.TrueWhite, new fk_Vector(0, 0, -1));
            SetStateLight(fk_Material.TrueWhite, new fk_Vector(0, 0, -1));
            SetMainCamera(new fk_Vector(0, 0, 100));
            SetStateCamera(new fk_Vector(0, 0, 100));

            InitializeBackground();

            GameInfo.Create();
            GameInfo.Refresh();

            var player = new Player(new fk_Vector(0, 0, 20));

            var boss = new Boss(new fk_Vector(0, 0, -40));

            _stateDrawer = new StateDrawer();
            _stateDrawer.InitSprites();
            _stateDrawer.Entry();
        }
コード例 #14
0
ファイル: Core.cs プロジェクト: porohkun/MiniAnimatorTest
 void Start()
 {
     Glob   = this;
     Scenes = new ScenesManager();
     Scenes.Push(MainScene.GetInstance(this));
     ZoomScale = 1f;
 }
コード例 #15
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ファイル: CoreEngine.cs プロジェクト: Romulion/GameEngine
        internal void Update()
        {
            time.FrameCount++;
            frameTimer.FrameTime = (float)frameTimer.Stop() * .001f;
            frameTimer.Start();
            time.Start();
            vrSystem?.Update();
            sEngine.Awake();
            sEngine.Start();
            pEngine.Scene2Body?.Invoke();
            sEngine.Update();
            iHandler.Update();
            //mesh morpher
            if (task != null)
            {
                task();
                task = null;
            }
            MainScene.Update();
            animEngine.Upadate(frameTimer.FrameTime);
            gEngine.UIEngine.UpdateUI();
            //physics
#if PHYS
            pEngine.Update(frameTimer.FrameTime);
#endif
            aEngine.Update();
            sEngine.PreRender();
            pEngine?.Body2Scene?.Invoke();
            time.UpdateTime = time.Stop();
        }
コード例 #16
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    public override void _Ready()
    {
        NumSpawned++;
        stateMachine.Add(nameof(EmptyState), new EmptyState());
        stateMachine.Add(nameof(EnemyMoveSteady), new EnemyMoveSteady(this, stateMachine, MoveSpeed));
        stateMachine.Add(nameof(EnemyMoveUp), new EnemyMoveUp(this, stateMachine, MoveSpeed));
        stateMachine.Add(nameof(CrazyMode), new CrazyMode(this, 4 * MoveSpeed));
        stateMachine.ChangeState(nameof(EnemyMoveSteady));

        BelowArea   = GetNode <Area2D>("Area2D");
        FollowNode  = GetFollowingPoint();
        SideChecker = new SideChecker(GetNode <Node2D>("SideChecker"));

        scene = GetNode <MainScene>("../..");
        audio = scene.GetNode <AudioManager>("AudioManager");

        animation  = GetNode <AnimationPlayer>("AnimationPlayer");
        triangle   = GetNode <Sprite>("Triangle");
        square     = GetNode <Sprite>("Square");
        folded     = GetNode <Sprite>("Folded");
        origami    = GetNode <Sprite>("Origami");
        animations = new Dictionary <string, Sprite>()
        {
            { nameof(triangle), triangle },
            { nameof(square), square },
            { nameof(folded), folded },
            { nameof(origami), origami },
        };
        animations[EnemyType].Visible = true;
        animation.Play(EnemyType);

        PauseMode = PauseModeEnum.Stop;
    }
コード例 #17
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    public void ChangeScene(eScene scene)
    {
        SceneBase change = null;

        switch (scene)
        {
        case eScene.None:
            break;

        case eScene.MainTown:
            change = new MainScene();
            break;

        case eScene.Battle:

            break;

        default:
            break;
        }

        if (change != null)
        {
            SceneSwitch(change);
        }
    }
コード例 #18
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    public override void execute()
    {
        GameScene gameScene = mReceiver as GameScene;

        if (gameScene.getSceneType() != GAME_SCENE_TYPE.GST_MAIN)
        {
            return;
        }
        MainScene mainScene = gameScene as MainScene;

        if (!mainScene.atProcedure(PROCEDURE_TYPE.PT_MAIN_ROOM_LIST))
        {
            return;
        }
        MainSceneRoomList roomListProcedure = mainScene.getCurOrParentProcedure <MainSceneRoomList>(PROCEDURE_TYPE.PT_MAIN_ROOM_LIST);

        roomListProcedure.notifyRoomList();
        // 通知房间系统获得了房间列表
        mRoomSystem.clearRoomInfo();
        int count = mRoomInfoList != null ? mRoomInfoList.Count : 0;

        for (int i = 0; i < count; ++i)
        {
            mRoomSystem.addRoomInfo(mRoomInfoList[i]);
        }
        // 通知界面显示房间列表
        mScriptRoomList.showRoomList(mRoomSystem.getRoomInfoList(), roomListProcedure.getCurPage(), mAllRoomCount);
    }
コード例 #19
0
ファイル: Game1.cs プロジェクト: Omnigazer/JustAnotherGame
        public void SaveLevel(string name)
        {
            Log("Saving level");
            string path = String.Format("Content/Data/{0}.json", name);

            MainScene.Save(path);
        }
コード例 #20
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        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            //ScreenPosition = new Vector2(200,200);

            graphics.PreferredBackBufferWidth  = 800;
            graphics.PreferredBackBufferHeight = 600;

            graphics.ApplyChanges();


            scene1 = new MainScene();
            bscene = new BattleScene();
            EndScene escene = new EndScene();

            bscene.game = this;
            scene1.Initialize();
            bscene.Initialize();
            sceneManager = new SceneManager();
            sceneManager.scenes.Add(scene1);
            sceneManager.scenes.Add(bscene);
            sceneManager.scenes.Add(escene);
            sceneManager.currentScene = scene1;
            renderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.PresentationParameters.BackBufferWidth,
                                              GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Color, DepthFormat.None);
            renderTarget2 = new RenderTarget2D(graphics.GraphicsDevice, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);

            base.Initialize();
        }
コード例 #21
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        public static void CreateDrop(Node context)
        {
            Drop drop = Instance("Drop") as Drop;

            drop.Position = new Vector2(300, 50);
            MainScene.AddChild(drop);
        }
コード例 #22
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 public void Initialize()
 {
     starScene   = new StartScene();
     loginScene  = new LoginScene();
     mainScene   = new MainScene();
     battleScene = new BattleScene();
 }
コード例 #23
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        private void GameInitilaztion()
        {
            GameObject plane = new GameObject();
            int        size  = 100;

            plane.AddComponent(new Entity(Terrain.GenerateTerrain(size), ""));
            plane.isStatic  = true;
            plane.transform = new Transform(size / 2, 2, size / 2);
            plane.AddComponent(new RigidEntity(plane.transform.position));
            MainScene.AddGameObject(plane);

            for (int i = 0; i < 100; i++)
            {
                GameObject obj = new GameObject();
                obj.AddComponent(new Entity(Geometries.Cube, ""));
                obj.transform.position = new Vector3(Randomize.RangeFloat(1, 10), Randomize.RangeFloat(1, 10), Randomize.RangeFloat(1, 10));
                obj.GetComponent <Entity>().model.shineDamper  = 0.1f;
                obj.GetComponent <Entity>().model.reflectivity = 0.1f;
                obj.GetComponent <Entity>().model.luminosity   = 0.8f;
                obj.AddComponent(new RigidEntity(obj.transform.position));
                obj.AddComponent(new RaycastTarget(1, onClick: () =>
                {
                    obj.SetColour(Color.Red);
                    lockToMouseObject = obj;
                }, onLoseFocus: () =>
                {
                    obj.SetColour(Color.White);
                    if (lockToMouseObject == obj)
                    {
                        lockToMouseObject = null;
                    }
                }));
                MainScene.AddGameObject(obj);
            }

            SunLight.gameObject.transform = new Transform(0, 25, 0, 0, 0, 0, 2f, 2f, 2f);
            SunLight.gameObject.AddComponent(new Entity(Geometries.Sphere));
            SunLight.gameObject.GetComponent <Entity>().model.luminosity = 1;

            MainCamera.gameObject.transform = new Transform(0, 4, 10);

            float offset = 30;

            ProfilerScreen.AddComponent(new Sprite("grid"));
            ProfilerScreen.transform.localScale = new Vector3(0.6f, 0.2f, 0.5f);
            ProfilerScreen.transform.position   = new Vector3(0, 7 + offset, 0);
            ProfilerScreen.GetComponent <Sprite>().UIConstriant = UIPosition.Left;
            MainScene.AddGameObject(ProfilerScreen);

            text1.AddComponent(new Text("FPS", font, 8));
            text1.transform.position = new Vector3(0, -35 + offset, 0);
            text1.GetComponent <Text>().UIConstriant = UIPosition.Left;
            MainScene.AddGameObject(text1);

            text2.AddComponent(new Text("Memory", font, 8));
            text2.transform.position = new Vector3(0, -43 + offset, 0);
            text2.GetComponent <Text>().UIConstriant = UIPosition.Left;
            MainScene.AddGameObject(text2);
        }
コード例 #24
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ファイル: Multiball.cs プロジェクト: fhausman/arkanoid-remake
    public override void _Ready()
    {
        scene     = GetNode <MainScene>("/root/Main");
        ballScene = GD.Load <PackedScene>("res://Resources/Ball/Ball.tscn");

        base._Ready();
        animation.Play("multi");
    }
コード例 #25
0
ファイル: Game1.cs プロジェクト: Fungeey/IceCreamJam
 protected override void Initialize()
 {
     base.Initialize();
     Nez.Scene.SetDefaultDesignResolution(1280, 720, Nez.Scene.SceneResolutionPolicy.ShowAll);
     Debug.Log(Screen.Size);
     Scene          = new MainScene();
     IsMouseVisible = false;
 }
コード例 #26
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 private void OnTriggerStay(Collider other)
 {
     if (mainScene == null)
         if (GameObject.Find("MainScene"))
             mainScene = GameObject.Find("MainScene").GetComponent<MainScene>();
     if (mainScene != null)
         mainScene.OnTriggerStayAtFinger(other, rightOrLeft);
 }
コード例 #27
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        protected override void Initialize()
        {
            base.Initialize();

            SQLManager.SetUpSQL();
            Scene = new MainScene();
            //Scene.Camera.ZoomOut(10f);
            Scene.Camera.SetPosition(new Vector2(17 * 64, 12 * 64));
        }
コード例 #28
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    // ISCENECOMPONENT INTERFACE

    void ISceneComponent.Initialize(MainScene scene)
    {
        m_HeadTransform  = scene.PlayerController.HeadTransform;
        m_TerrainManager = scene.TerrainManager;
        m_InputManager   = scene.InputManager;

        m_TerrainBlock.Initialize(m_TerrainManager.BlockSettings);
        UpdateSelectedBlock(true);
    }
コード例 #29
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        public override void OnDestroy()
        {
            SceneManager.DontDestroyOnLoad(player.GameObject);
            scene = new MainScene();
            SceneManager.Load(scene, LoadSceneMode.Single);

            MiutiObject  miuti  = MiutiObject.Create(false);
            SingleObject single = GameObject.CreateWith <SingleObject>();
        }
コード例 #30
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ファイル: CharacterAddSound.cs プロジェクト: Boronare/Cien3T
 void die()
 {
     if (this == Global.playerChar)
     {
         MainScene.gameover();
     }
     GetComponent <Animator> ().Play("Attack");
     gameObject.SetActive(false);
 }
コード例 #31
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ファイル: SplatGame.cs プロジェクト: nanexcool/Splat
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            Util.Initialize(this);

            scene = new MainScene();

            scene.Entities.Add(Entity.CreateEntity());

            base.Initialize();
        }
コード例 #32
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        public override void OnAddedToEntity()
        {
            base.OnAddedToEntity();

            _mainScene = (entity.scene as MainScene);

            PlayerKey = _mainScene.Players[PlayerId].Key;

            Core.schedule(BufferTime, true, QueryDatabase);
        }
コード例 #33
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    // Use this for initialization
    void Start()
    {
        ms            = GameObject.Find("MainScene").GetComponent <MainScene>();
        kodomoNormal  = Resources.Load("Prefabs/KodomoNormal") as GameObject;
        kodomoBycycle = Resources.Load("Prefabs/KodomoBycycle") as GameObject;

        Observable.Interval(TimeSpan.FromSeconds(spawnSpan))
        .Where(_ => !ms.isGameOver)
        .Subscribe(_ => SpawnKodomoNormal());
    }
コード例 #34
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ファイル: ScenesConfig.cs プロジェクト: qczs/huluwa
	public static IScene GetSceneByName(string name){
		IScene scene = null;
		if(LOGINSCENE.Equals(name)){
			scene = new LoginScene();
		}else if(MAINSCENE.Equals(name)){
			scene = new MainScene();
		}else if(FORMATIONVIEW.Equals(name)){
			scene = new FormationScene();
		}
		return scene;
	}
コード例 #35
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ファイル: LevelScene.cs プロジェクト: vdoom/Shoter
 public void InitByApp()
 {
     if (GameObject.Find("main"))
     {
         m_maineScene = GameObject.Find("main").GetComponent<MainScene>();
         if (m_maineScene != null)
         {
             m_maineScene.RegisterLevel(this);
         }
     }
 }
コード例 #36
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    private void OnTriggerEnter(Collider other)
    {
        if (mainScene == null)
            mainScene = GameObject.Find("MainScene").GetComponent<MainScene>();
        mainScene.OnTriggerEnterAtCream(other);

        if (other.tag == "PlayerHead") {
            Destroy(this.gameObject);
        }
        if (other.tag == "Tongue") {
            Destroy(this.gameObject);
        }
    }
コード例 #37
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ファイル: AlienBuilding.cs プロジェクト: propheel/Projects
        public AlienBuilding(WarGame game, Vector3 _position, MainScene _scene)
            : base(game, _scene, _position)
        {
            gameObjectModel = game.alienBaseModel;
            scale = new Vector3(0.5f, 0.5f, 0.5f);
            maxForce = 0;
            maxSpeed = 0;
            mass = 1000;
            currentSB = SBNames.None;
            currentWorld = Matrix.CreateScale(scale) * Matrix.CreateWorld(Position, lastNonZeroVelocity, Vector3.Up);

            boundingBox = new Bbox(this, game, scene);
            scene.SceneComponents.Add(boundingBox);

            boundingBox.RecalculateBoundingBox();
        }
コード例 #38
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        public ScreenManager(ContentManager content, GraphicsDeviceManager graphics)
        {
            // TODO: Construct any child components here
            serverHandler = new ServerHandler();
            weather = new Weather();

            mainScene = new MainScene(content, graphics);
            loadingScreen = new LoadingScreen();

            mainMenu = new MainMenu(content.Load<SpriteFont>("Fonts\\menufont"));
            highScores = new HighScores(serverHandler);
            settingsMenu = new SettingsMenu(weather, this);
            pauseMenu = new PauseMenu();
            deadScreen = new DeadScreen(this);
            weatherMenu = new WeatherMenu(this, weather);

            CurrentWeather = weather.WeatherForecast;
        }
コード例 #39
0
 void Start()
 {
     ms = FindObjectOfType<MainScene>();
     anim = gameObject.GetComponent<Animator>();
     startPos = transform.position;
 }
コード例 #40
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 public void SetMainScene(MainScene in_scene)
 {
     m_mainScene = in_scene;
 }
コード例 #41
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ファイル: MainSceneLoader.cs プロジェクト: housei/CubeClicker
 protected override IEnumerator UnloadScene(MainScene scene, Action<float, string> progressDelegate)
 {
     this.Publish (new GameEndEvent ());
     yield break;
 }