public override void SC_Exit(bool result, SC_Callback onCompleteCallback) { _gameController.Shutdown(); DoGlobalCleanUp(); base.SC_Exit(result, onCompleteCallback); }
public override void SC_Exit(bool result, SC_Callback onCompleteCallback) { if (_controller != null) { _controller.Shutdown(); } base.SC_Exit(result, onCompleteCallback); }
public override bool SC_Enter(object transitionInfo, SC_Callback onCompleteCallback = null) { DoGlobalCleanUp(); GameTransitionInfo data = transitionInfo as GameTransitionInfo; _gameController.Initialize(data); return(base.SC_Enter(transitionInfo, onCompleteCallback)); }
public virtual bool SC_Enter(object transitionInfo, SC_Callback onCompleteCallback = null) { IsActive = true; if (onCompleteCallback != null) { onCompleteCallback(this); } return(true); }
public override bool SC_Enter(object transitionInfo, SC_Callback onCompleteCallback = null) { _uiSystem.SetBackdropCameraActive(false); _controller = _controllerProvider.Get(); HomeBaseTransitionInfo lobbyTransitionInfo = transitionInfo as HomeBaseTransitionInfo; _controller.Initialize(lobbyTransitionInfo); return(base.SC_Enter(transitionInfo, onCompleteCallback)); }
public override bool SC_Enter(object transitionInfo, SC_Callback onCompleteCallback = null) { SetQualitySettings(); //Log.DisableLogCategory(LogCategory.ALL); _progress = 0f; _uiSystem.SetOnProceed(ProceedToBaseState); UpdateProgress(1.0f, "load app"); return(true); }
// // State Controller public override bool SC_Enter(object transitionInfo, SC_Callback onCompleteCallback = null) { base.SC_Enter(transitionInfo, onCompleteCallback); // Initialize the UI system as early as possible. // This creates the Camera and loads/displays the backdrop texture _uiSystem.InitializeCamera(); // Kick off first of several Initialization blocks Primary(); return(true); }
// // State Controller public override bool SC_Enter(object transitionInfo, SC_Callback onCompleteCallback = null) { base.SC_Enter(transitionInfo, onCompleteCallback); // Halt initialization if the build is expired if (BuildExpired()) { return(true); } // Kick off first of several Initialization blocks leading up to Loading Screen display Primary(); return(true); }
public virtual void SC_Exit(bool result, SC_Callback onCompleteCallback) { IsActive = false; // Notify parent state if any NotfyParentStateOfSubStateExit(result); // Notify controller StateController.Instance.OnStateExited(this, result); if (onCompleteCallback != null) { onCompleteCallback(this); } }
// popState - set to true to restore the state from the top of the state stack public void ExitState <TExitState>(bool result = true, SC_Callback onCompleteCallback = null) where TExitState : State { TExitState exitState = GetState <TExitState>(); if (exitState != null) { ExitState(exitState, result, onCompleteCallback); // Clear mutually exclusive reference if exiting the current instance if (_existingExclusiveState == exitState) { _existingExclusiveState = null; } } }
public override bool SC_Enter(object transitionInfo, SC_Callback onCompleteCallback = null) { // reset timeout to system settings Screen.sleepTimeout = SleepTimeout.SystemSetting; // local Primary(); GetLocalData(); // network // _playerService.AddOnActionDataReceived(OnDataReceived); // _networkSystem.OnConnectionSuccess = Primary; // _coroutineCreator.StartCoroutine(_networkSystem.Connect()); return(true); }
public void ExitState(State exitState, bool result = true, SC_Callback onCompleteCallback = null) { if (null == exitState) { return; } #if METRICS_ENABLED && INCLUDE_DEV_METRICS Metrics.End("State:" + exitState.Name, "State:" + exitState.Name); #endif // Remove from currently active state collection foreach (State state in _states) { if (state == exitState) { _states.Remove(state); state.SC_Exit(result, delegate(State exitedState) { #if METRICS_ENABLED && INCLUDE_DEV_METRICS Metrics.End(GetType().Name + ":" + exitState.Name); #endif if (onCompleteCallback != null) { onCompleteCallback(exitedState); } } ); return; } } #if METRICS_ENABLED && INCLUDE_DEV_METRICS Metrics.End(GetType().Name + ":" + exitState.Name); #endif // No match found so just fire callback if any if (onCompleteCallback != null) { onCompleteCallback(exitState); } }