コード例 #1
0
        void EnterActor(ActorInfo info, ActorInfo.ActorState actorState, float posX)
        {
            CreateActorRoot(info, actorState);
            GameObject go = GameObject.Find(info.actorName);              //actorState.dataArray[ i ].parentname + "/" + actorState );

            if (go != null)
            {
                Vector3 pos = go.transform.localPosition;
                pos.x = posX;
                go.transform.localPosition = pos;
            }

            for (int i = 0; i < actorState.dataArray.Length; i++)
            {
                actorState.dataArray[i].parentname = info.actorName;
                actorState.dataArray[i].sclZ       = 1f;

                SceneCreator.Create(actorState.dataArray[i]);

/*
 *                              go = GameObject.Find( actorState.dataArray[ i ].parentname + "/" + actorState.dataArray[ i ].name );
 *                              if( go != null ){
 *                                      Vector3 pos = go.transform.localPosition;
 *                                      pos.x = posX;
 *                                      go.transform.localPosition = pos;
 *                              }
 * //*/
            }
        }
コード例 #2
0
    public bool destroy;        // If Checked destroy and start , there is a bug when Starting a Scenario .

    // Update is called once per frame
    void Update()
    {
        if (create)
        {
            create = false;
            SceneCreator.CreateScene(_SCENE_DATA, true);
            if (_AUTO_ALIGN)
            {
                AlignUnderThisObject();
            }
        }

        if (destroy)
        {
            destroy = false;
            SceneCreator.DestroyScene(gameObject, false);
        }

        if (_SET_PANEL_ALPHA_ZERO)
        {
            _SET_PANEL_ALPHA_ZERO = false;
            SetPanelsAlpha(0f);
        }

        if (_CLEAR_TEXTURE_UNDER_CHILDREN)
        {
            _CLEAR_TEXTURE_UNDER_CHILDREN = false;
            ClearTextureUnderChildren();
        }
    }
コード例 #3
0
 //初期シーンのセット
 public CurrentSceneOwner(SceneCreator sceneCreator,
                          IUnitySceneController unitySceneController)
 {
     this.unitySceneController = unitySceneController;
     unitySceneController.SetScene();
     currentScene = sceneCreator();
 }
コード例 #4
0
 public RepoController(string host, string apiKey, string teamspace, string modelId)
 {
     this.host      = host;
     this.apiKey    = apiKey;
     this.teamspace = teamspace;
     this.modelId   = modelId;
     sceneCreator   = new SceneCreator();
 }
コード例 #5
0
        void CreateChildLayer(ActorInfo info, ActorInfo.ActorState actorState)
        {
            for (int i = 0; i < actorState.dataArray.Length; i++)
            {
                actorState.dataArray[i].parentname = info.actorName;
                actorState.dataArray[i].sclZ       = 1f;

                SceneCreator.Create(actorState.dataArray[i]);
            }
        }
コード例 #6
0
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
コード例 #7
0
 void Awake()
 {
     m_Instance = this;
     if (Application.isPlaying)
     {
         if (awakeAndDestroy)
         {
             //			Debug.Log( "Awake and Destroy ADV SCENE...");
             DestroySceneImmediate(this.gameObject);
         }
     }
 }
コード例 #8
0
        // Wrapper of exitactor.
        void exitscene(Hashtable param)
        {
            bool fadein = false;

            if (param.ContainsKey("fade"))
            {
                string fade = param["fade"] as string;
                fadein = (fade == "true") ? true : false;
            }
            ViNoSceneManager sm = ViNoSceneManager.Instance;

            SceneCreator.DestroyScene(sm.theSavedPanel, !fadein);                       // Fade and Destroy Actor.
        }
コード例 #9
0
    private void Awake()
    {
        _sceneCreator             = GetComponent <SceneCreator>();
        _spawnController          = GetComponent <SpawnController>();
        _blocksMovementController = GetComponent <SingleBlocksMovementController>();
        _scoreController          = GetComponent <ScoreController>();
        _gameField = GetComponent <GameField>();


        _sceneCreator.BuildScene(Row, Column);
        _spawnController.CreateSpawnPoints(_sceneCreator.CreateSpawnPoints(Row, Column), Column, Row);
        _spawnController.CreatePoolOfSingleBlocks();
    }
コード例 #10
0
        public override UnityEngine.Object Create()
        {
            UnityEngine.Material newMat = SceneCreator.GetNewDefaultMaterial();
            newMat.name = name;

            if (texture != null)
            {
                newMat.mainTexture = texture;
            }

            newMat.color = color;

            return(newMat);
        }
コード例 #11
0
        GameObject CreateActorRoot(ActorInfo info, ActorInfo.ActorState actorState)
        {
            float scl = actorState.sizeInPercent / 100f;

            SceneData.SceneNodeData actorNodeData = new SceneData.SceneNodeData();
            actorNodeData.name       = info.actorName;
            actorNodeData.parentname = ViNoSceneManager.Instance.theSavedPanel.name;
            actorNodeData.sclX       = scl;
            actorNodeData.sclY       = scl;
            actorNodeData.sclZ       = 1f;
            actorNodeData.alpha      = 1f;
            actorNodeData.show       = true;
            GameObject actorGO = SceneCreator.Create(actorNodeData);

//			m_ActorGOMap[ info.actorName ] = actorGO;
            return(actorGO);
        }
コード例 #12
0
    static public void Do(GameObject advSceneRoot, Object scrSceneDataResource, bool destroy, bool destroyImmediate, bool fadeIn)
    {
#if true
        if (destroy)
        {
            ClearSceneNode.Do(advSceneRoot, destroyImmediate);
        }
#endif
        Scene sceneData = scrSceneDataResource as Scene;
        if (sceneData != null)
        {
            SceneCreator.CreateScene(sceneData, fadeIn);
        }
        else
        {
            Debug.LogError("resource cast error ! Not Scene.");
        }
    }
コード例 #13
0
    private void Awake()
    {
        _sceneCreator             = GetComponent <SceneCreator>();
        _spawnController          = GetComponent <SpawnController>();
        _blocksMovementController = GetComponent <SingleBlocksMovementController>();
        _scoreController          = GetComponent <ScoreController>();
        _gameField         = GetComponent <GameField>();
        _balanceController = new BalanceController();

        //настройка BalanceController'а и стартового баланса
        _balanceController.GameController       = this;
        _balanceController.CurrentBalancePreset = CurrentBalancePreset;
        _balanceController.SetCorrectBalance(0);
        _scoreController.NumForBalanceChecking = CurrentBalancePreset.DifferenceBetweenLvls + 1;
        SetCorrectBalance();

        //настройка сцены и SpawnController'а
        _sceneCreator.BuildScene(Row, Column);
        _spawnController.CreateSpawnPoints(_sceneCreator.CreateSpawnPoints(Row, Column), Column, Row);
        _spawnController.GlobalMaxHp = CurrentBalancePreset.GlobalMaxHp;
        _spawnController.CreatePoolOfSingleBlocks();
    }
コード例 #14
0
    private void positionSceneAtLargestAnchor()
    {
        ARPlaneAnchorGameObject largestAnchor = this.CurrentUsedAnchor;

        foreach (ARPlaneAnchorGameObject arpag in planeAnchorMap.Values)
        {
            if (largestAnchor == null || arpag.planeAnchor.extent.magnitude > largestAnchor.planeAnchor.extent.magnitude)
            {
                largestAnchor = arpag;
            }
        }

        if (largestAnchor != null && largestAnchor != this.CurrentUsedAnchor)
        {
            this.CurrentUsedAnchor = largestAnchor;
            SceneCreator creator = this.SceneParent.GetComponent <SceneCreator>();
            this.SceneParent.SetParent(largestAnchor.gameObject.transform, false);
            if (!creator.SceneCreated)
            {
                creator.CreateScene();
            }
        }
    }
コード例 #15
0
    public override void OnInspectorGUI()
    {
        Scene targetData = target as Scene;

        DrawDefaultInspector();

#if false
        if (targetData.sceneNodesData == null || targetData.sceneNodesData.Length == 0)
        {
            targetData.sceneNodesData    = new SceneData.SceneNodeData[1];
            targetData.sceneNodesData[0] = new SceneData.SceneNodeData();
        }

        for (int i = 0; i < targetData.sceneNodesData.Length; i++)
        {
            DrawSceneNodeField(targetData.sceneNodesData[i], i * 220);
        }
#endif

#if true
        GUICommon.DrawLineSpace(5f, 5f);
        GUICommon.DrawLineSpace(5f, 5f);
#if false
        if (GUILayout.Button("Save as XML"))
        {
            string xmlData = ViNoGameSaveLoad.SerializeObject <SceneData.SceneNodeData[]>(targetData.sceneNodesData);
            ViNoGameSaveLoad.CreateXML(targetData.name + ".xml", xmlData);
            AssetDatabase.Refresh();
            EditorUtility.FocusProjectWindow();
        }

        EditorGUILayout.BeginHorizontal();

        sceneXmlFile = EditorGUILayout.ObjectField(sceneXmlFile, typeof(TextAsset), false) as TextAsset;
        GUI.enabled  = (sceneXmlFile == null) ? false : true;

        if (GUILayout.Button("Load XML"))
        {
            targetData.sceneNodesData = ViNoGameSaveLoad.DeserializeObject <SceneData.SceneNodeData[]>(sceneXmlFile.text) as SceneData.SceneNodeData[];
            EditorUtility.SetDirty(targetData);
        }

        GUI.enabled = true;

        EditorGUILayout.EndHorizontal();
#endif

        if (!Application.isPlaying)
        {
            GUI.enabled = false;
            EditorGUILayout.HelpBox("Save Scene : PlayMode Only. \n Save under the \"ADVScene\" objects data.", MessageType.Info);
        }

        EditorGUILayout.BeginHorizontal();

//			GUILayout.Space( 20f );


        if (GUILayout.Button("Save Scene", GUILayout.Height(44f)))
        {
//				if( EditorUtility.DisplayDialog( "Warning" , "Do you really want to overwrite ?" , "ok" , "cancel" ) ){
            ViNoSceneManager.FindInstance();
            ViNoSceneManager.Instance.SaveSceneNodes();
            targetData.sceneNodesData = ViNoSceneManager.Instance.GetSceneData().m_DataArray;
//				}
//				Application.CaptureScreenshot( "Assets/A Scene.png" );
        }

        GUI.enabled = true;

        if (GUILayout.Button("Load Scene", GUILayout.Height(44f)))
        {
//				if( EditorUtility.DisplayDialog( "Warning" , "Do you really want to apply ?" , "ok" , "cancel" ) ){
            Undo.RegisterSceneUndo("Load Scene");
            SceneCreator.Create(targetData);
//				}
        }

//			GUILayout.Space( 20f );

        EditorGUILayout.EndHorizontal();

        EditorGUILayout.HelpBox("Clear under the \"ADVScene\" objects", MessageType.Info);

        if (GUILayout.Button("Clear Scene", GUILayout.Height(44f)))
        {
            ViNoSceneManager sm = GameObject.FindObjectOfType(typeof(ViNoSceneManager)) as ViNoSceneManager;
            SceneCreator.DestroySceneImmediate(sm.theSavedPanel);
        }
#endif
    }
コード例 #16
0
        void changestate(Hashtable param)
        {
//			Debug.Log( "OnChangeState" );
            if (actorLib != null)
            {
                string actorName = param["name"] as string;
                string state     = param["state"] as string;
                bool   fadein    = false;
                if (param.ContainsKey("fade"))
                {
                    string fade = param["fade"] as string;
                    fadein = (fade == "true") ? true : false;
                }
                // Fade in Start ?.
                ISpriteFactory._FADEIN_AT_CREATE = fadein;

                // Fadeout and destroy childs.
                if (fadein)
                {
                    string     destroyRootName = actorName + " will_Destroy";
                    GameObject _destroyRoot    = GameObject.Find(destroyRootName);
                    if (_destroyRoot == null)
                    {
                        _destroyRoot = new GameObject(destroyRootName);
                    }

                    GameObject actor    = GameObject.Find(actorName);
                    Transform  actorTra = actor.transform;
                    int        childNum = actorTra.GetChildCount();
                    // Rename Actors.
                    while (childNum > 0)
                    {
                        Transform tra = actorTra.GetChild(0);
                        tra.name = tra.name + "_";
//						Debug.Log( "Destroy:" + tra.name );
                        tra.parent = _destroyRoot.transform;

                        childNum = actorTra.GetChildCount();
                    }
//					_destroyRoot.transform.parent =	.transform;

                    SceneCreator.DestroyScene(_destroyRoot, !fadein);                           // Fade and Destroy Actor.
                }

//				Debug.Log ( "State:" + state );
                if (m_ActorMap.ContainsKey(actorName))
                {
                    ActorInfo actorInfo = m_ActorMap[actorName];
//					Debug.Log ( "Actor Matched.:" + actorName );
                    for (int k = 0; k < actorInfo.actorStates.Length; k++)
                    {
                        if (actorInfo.actorStates[k].stateName == state)
                        {
                            ActorInfo.ActorState actorState = actorInfo.actorStates[k];
                            CreateChildLayer(actorInfo, actorState);
                            break;
                        }
                    }
                }
            }
        }
コード例 #17
0
 public SceneManagerCreator(SceneCreator sceneCreator)
 {
     firstSceneCreator = sceneCreator;
 }
コード例 #18
0
 static void CreateSceneObjects()
 {
     SceneCreator.Execute();
 }
コード例 #19
0
        void OnExitActor(string actorName, bool immediate)
        {
            GameObject actor = GameObject.Find(actorName);

            SceneCreator.DestroyScene(actor, immediate);                // Fade and Destroy Actor.
        }
コード例 #20
0
ファイル: VM.cs プロジェクト: wangsy1985/UnityProjects
    // ------------- Override --------------------.

    /// <summary>
    /// Handles the opcode.
    /// </summary>
    public override void OnUpdate()
    {
        if (IsFinish())
        {
            return;
        }

        // Pomp Message to MessagingHandler.
        if (m_MessagePompToMsghandler)
        {
            if (m_MessagingHandler != null)
            {
                bool handled = m_MessagingHandler.HandleOpcode(this);
                m_MessagePompToMsghandler = !handled;
            }
            return;
        }

        m_CanTextProgress = false;
        switch (code[pc])
        {
        case Opcode.STRING:             pc = ByteCodeReader.readString(code, pc + 1);        m_TextBuilder.Append(loadedString);   break;

        case Opcode.TEXT:               pc = ReadText(pc);                                                                                                                                            break;

        case Opcode.VAR:                pc = ByteCodeReader.readVar(code, pc, ref paramHash, ref m_TextBuilder, stubIndent);       break;

        case Opcode.TABLE:              pc = ByteCodeReader.readTable(code, pc, ref paramHash);                                                                     break;

        case Opcode.ASSIGN_STRING:
//			Debug.Log("OPCODE>ASSIGN_STRING");
            pc        = ByteCodeReader.readString(code, pc + 2);
            leftHand  = loadedString;
            pc        = ByteCodeReader.readString(code, pc + 1);
            rightHand = loadedString;
//			Debug.Log(  "Opcode.ASSIGN key=" + leftHand + " value=\"" + rightHand + "\"" );

// Assign Value to Hashtable ?.
#if false
            symbolTable[leftHand] = rightHand;

// Assign Value to FlagTable.
#else
            ScenarioNode scenario = ScenarioNode.Instance;
            if (scenario != null && scenario.flagTable != null)
            {
                scenario.flagTable.SetStringValue(leftHand, rightHand);
            }
#endif
            leftHand  = "";
            rightHand = "";
            break;

        case Opcode.NULL:              pc++;                                                                                                                                                                           break;

        case Opcode.MESSAGING:
            pc = ByteCodeReader.readString(code, pc + 2);
            messagingTargetName       = loadedString;
            m_MessagePompToMsghandler = true;
            bool isIgnoreObj = loadedString.Equals("env");
            if (!isIgnoreObj)
            {
                if (tweenDataCached.tweenTarget != null)
                {
                    if (!tweenDataCached.tweenTarget.name.Equals(messagingTargetName))
                    {
                        tweenDataCached.tweenTarget = GameObject.Find(messagingTargetName);
                    }
                }
                else
                {
                    tweenDataCached.tweenTarget = GameObject.Find(messagingTargetName);
                }
            }
            tweenDataCached.paramTable = paramHash;
            break;

        case Opcode.NODE:
            m_PrevNodeName = m_CurrNodeName;
            pc             = ByteCodeReader.readString(code, pc + 2);
            ViNoDebugger.Log("NODE", loadedString);

            m_CurrNodeName            = loadedString;
            m_NodePcMap[loadedString] = pc;
            SetCurrentNodeToScriptEngine();

            // Callback to ScriptBinder.
            scriptBinder.OnEnterNode(this);
            break;

        case Opcode.LOAD_RESOURCE:
            m_LoadedResourcePath = VirtualMachine.loadedTextLiteralString;
            m_LoadedResource     = UnityWrapper.LoadResource(m_LoadedResourcePath);
            pc++;
            break;

// TODO : Need to Test .
        case Opcode.PLAY_AUDIO_FROM_RESOURCE:
            m_LoadedResourcePath = VirtualMachine.loadedTextLiteralString;
            ISoundPlayer.Instance.PlayAudioClip(m_LoadedResource as AudioClip, m_LoadedResourcePath, ViNoConfig.prefsBgmVolume, 0f);
            m_LoadedResource = null;
            Resources.UnloadUnusedAssets();

            pc++;
            break;

        case Opcode.INSTANTIATE_AS_GAMEOBJECT:
            if (m_LoadedResource != null)
            {
                string parentName = VirtualMachine.loadedTextLiteralString;

                UnityWrapper.InstantiateAsGameObject(m_LoadedResource, parentName);

                m_LoadedResource = null;
                Resources.UnloadUnusedAssets();
            }
            else
            {
                Debug.LogError("Resource not loaded.");
            }
            pc++;
            break;

        case Opcode.DESTROY_OBJECT:
            string     goName = VirtualMachine.loadedTextLiteralString;
            GameObject go     = GameObject.Find(goName);                                // TODO : GO.Find is Slow .
            GameObject.Destroy(go);
            pc++;
            break;

        case Opcode.JUMP:               // Jump to loadedString Node  .
            ByteCodeReader.readString(code, pc + 2);
            GoToLabel(loadedString);
            ViNoDebugger.Log("NODE", "jump to :" + loadedString);
            break;

        case Opcode.IF:
            pc = ByteCodeReader.readString(code, pc + 2);
            string flagName = VirtualMachine.loadedString;
            Debug.Log("flag name :" + flagName);

            bool isOnOrOff = (code[pc] == 1) ? true : false;
            pc++;

            pc = ByteCodeReader.readString(code, pc + 1);
            string ifTarget = VirtualMachine.loadedString;
            Debug.Log("IF =>" + ifTarget);
            pc = ByteCodeReader.readString(code, pc + 1);
            string elseTarget = VirtualMachine.loadedString;
            Debug.Log("ELSE =>" + elseTarget);

            bool isFlagOn = ScenarioNode.Instance.flagTable.CheckFlagBy(flagName);
            if (isFlagOn == isOnOrOff)
            {
                Debug.Log("IF");
                GoToLabel(ifTarget);
            }
            else
            {
                Debug.Log("ELSE");
                GoToLabel(elseTarget);
            }
            break;

            // ----- Layer -----.
#if false
        case Opcode.LAYOPT:                             GOOptionNode.Do(paramHash);           pc++;   break;
#endif
        case Opcode.BEGIN_TRANSITION:   UnityWrapper.BeginTransition();         pc++;   break;

        case Opcode.END_TRANSITION:             UnityWrapper.EndTransition();           pc++;   break;

        case Opcode.SCENE_NODE:
            SceneData.SceneNodeData data = SceneCreator.CreateNodeData(paramHash);
            SceneCreator.Create(data);
            pc++;
            break;

        case Opcode.LOAD_SCENE:
//			bool destroy = ( code[ pc + 1 ] == 0 ) ? true : false ;
//			UnityWrapper.LoadScene( m_LoadedResource , destroy );
            LoadSceneNode.Do(m_LoadedResource, paramHash);
            m_LoadedResource = null;
            Resources.UnloadUnusedAssets();
            pc++;
            break;

        case Opcode.CLEAR_SCENE:
            GameObject advSceneRoot     = ViNoSceneManager.Instance.theSavedPanel;
            bool       immediateDestroy = false;
            SceneCreator.DestroyScene(advSceneRoot, immediateDestroy);
            pc++;
            break;

/*		case Opcode.PLAY_ANIMATION:
 *                      byte animationID = code[ pc + 1 ];
 *                      ViNoAnimationManager.Instance.PlayAnimation( (int)animationID );
 *                      pc+= 2;
 *                      break;
 * //*/

        // ----- Message -----.
        case Opcode.BR:
//			m_TextBuilder.Append( "\n" );
            pc++;           break;            //scriptBinder.BR( this );	pc++;		break;

        case Opcode.CM:         ClearMessage();                         pc++;           break;

        case Opcode.ER:
            AddToBacklog();
            ClearTextBuilder();
            if (m_MsgTargetTextBox != null)
            {
                m_MsgTargetTextBox.ClearMessage();
            }
            else
            {
                Debug.LogWarning("Current Message Target Not Set.");
            }
            pc++;
            break;

        case Opcode.PRINT:              scriptBinder.PRINT(this);                     pc++;           break;

        case Opcode.CURRENT:
            TriggerMessageEvent("OnMessageTargetChanged", code[pc + 1], "", true);
            break;

        case Opcode.SET_TEXT:
            TriggerMessageEvent("OnSetText", code[pc + 1], VirtualMachine.loadedTextLiteralString, true);
            m_CurrentText = m_MessageEventData.message;
            break;

        case Opcode.HIDE_MESSAGE:
            TriggerMessageEvent("OnHideMessage", code[pc + 1], "", false);
            break;

        // ------ System Opcode -----.
        case Opcode.START_WAIT:
            m_ElapsedSec = 0f;
            if (!string.IsNullOrEmpty(loadedTextLiteralString))
            {
                m_WaitSec = float.Parse(loadedTextLiteralString);
            }
            else
            {
                m_WaitSec = kWaitSec;
            }
            pc++;
            break;

        case Opcode.UPDATE_WAIT:
//			ViNoDebugger.Log( "VM" , "waiting ...");
            m_ElapsedSec += Time.deltaTime;
            if (m_ElapsedSec > m_WaitSec)
            {
                pc++;
            }
            break;

        case Opcode.STOP:
            // Wait Until Player choosing from options . or reached to the end of a leaf node .
            // Nothing to do...

            break;

        case Opcode.END:
            ViNoEventManager.Instance.TriggerEvent("OnFinishScenario");
            update = false;
            break;

        case Opcode.PLAY_SCENARIO:
            pc = ByteCodeReader.readString(code, pc + 2);
            string     scenarioName = loadedString;
            GameObject scenarioObj  = GOCache.SetActive(scenarioName, true);
            if (scenarioObj != null)
            {
                ScenarioNode s = scenarioObj.GetComponent <ScenarioNode>();
                s.Play();
            }
            break;

        case Opcode.FLAG_ON:
            if (ScenarioNode.Instance != null && ScenarioNode.Instance.flagTable != null)
            {
                ScenarioNode.Instance.flagTable.SetFlagBy(VirtualMachine.loadedTextLiteralString, true);
            }
            pc++;
            break;

        case Opcode.FLAG_OFF:
            if (ScenarioNode.Instance != null && ScenarioNode.Instance.flagTable != null)
            {
                ScenarioNode.Instance.flagTable.SetFlagBy(VirtualMachine.loadedTextLiteralString, false);
            }
            pc++;
            break;

        case Opcode.SELECTIONS:
            ISelectionsCtrl selCtrl = ISelectionsCtrl.Instance;
            if (selCtrl != null)
            {
                if (!selCtrl.IsActive())
                {
                    string title = VirtualMachine.loadedTextLiteralString;
                    selCtrl.SetTitle(title);
                    ISelectionsCtrl.Instance.ChangeActive(true);
                }
            }
            else
            {
                Debug.LogError("ISelectionsCtrl instance not found.");
            }
            pc++;
            break;

        case Opcode.LINK:               ISelectionsCtrl.Instance.AddSelection(ref paramHash); pc++;   break;

        case Opcode.WAIT_TOUCH:
            if (IScriptEngine.skip)
            {
                if (IScriptEngine.skipAlreadyPass && !VirtualMachine._ALREADY_PASS_THE_NODE)
                {
                    return;
                }

                _SkipText( );

                ISoundPlayer pl = ISoundPlayer.Instance;
                if (pl != null)
                {
                    if (pl.IsPlayingVoice())
                    {
                        pl.StopVoice();
                    }
                }
                m_CanTextProgress = true;
                return;
            }

            if (autoMode)
            {
                float dt = Time.deltaTime;
                m_TimeElapsed += dt;
                if (m_TimeElapsed > _AUTO_MODE_WAIT_TIME)
                {
                    m_TimeElapsed = 0f;
                    _SkipText();
                }
                return;
            }
            m_CanTextProgress = true;
            break;

//		case Opcode.PLAY_BGM:
//			break;

        // -----Audio -----.
        case Opcode.PLAY_SOUND:
            byte soundCategory = code[pc + 1];                  // 0: BGM 1:SE 2: VOICE.
            byte soundID       = code[pc + 2];

            UnityWrapper.PlaySound(soundCategory, soundID);
            if (soundCategory == 2)
            {
                SET_CURRENT_VOICE_ID(true, soundID);
            }
            pc += 3;
            break;

        case Opcode.STOP_SOUND:
            //TODO :

            pc++;
            break;

        case Opcode.STOP_VOICE:
            SET_CURRENT_VOICE_ID(false, 0);
            if (ISoundPlayer.Instance != null)
            {
                ISoundPlayer.Instance.StopVoice();
            }
            pc++;
            break;

        default:
            ViNoDebugger.LogError("VM", "PC : " + pc);
            break;
        }
    }
コード例 #21
0
 public SceneManager(SceneCreator firstSceneCreator,
                     IUnitySceneController unitySceneController)
 {
     currentSceneOwner = new CurrentSceneOwner(firstSceneCreator, unitySceneController);
 }
コード例 #22
0
 public void SetScene(SceneCreator sceneCreator)
 {
     currentSceneOwner.ChangeCurrentScene(sceneCreator);
 }
コード例 #23
0
 private void Awake()
 {
     creator = GetComponent <SceneCreator>();
 }
コード例 #24
0
        //現在のシーンを変更

        public void ChangeCurrentScene(SceneCreator sceneCreator)
        {
            currentScene.Dispose();
            unitySceneController.SetScene();
            currentScene = sceneCreator();
        }
コード例 #25
0
 static void CerateAll()
 {
     LevelCreator.Execute();
     SceneCreator.Execute();
 }
コード例 #26
0
ファイル: Scene.cs プロジェクト: wangsy1985/UnityProjects
 public void Apply()
 {
     SceneCreator.Create(this);
 }
コード例 #27
0
ファイル: SceneCreator.cs プロジェクト: Joon-min/wiper
 void Awake()
 {
     m_Instance = this;
     if( Application.isPlaying ){
         if( awakeAndDestroy ){
     //			Debug.Log( "Awake and Destroy ADV SCENE...");
             DestroySceneImmediate( this.gameObject );
         }
     }
 }
コード例 #28
0
 static public void Do(GameObject advSceneRoot, bool immediateDestroy)
 {
     SceneCreator.DestroyScene(advSceneRoot, immediateDestroy);
 }