public static void NewLevel(SceneEnum newLevel) { GameManager obj = GetIstance(); obj.actualLevel = newLevel; obj.GetLogicalComponent <SceneSystemComponent>().NewScene(newLevel); }
public BaseScene CastToScene(SceneEnum caster) { switch (caster) { case SceneEnum.Bag: return(Bag); case SceneEnum.Battle: return(Battle); case SceneEnum.Evolution: return(Evolution); case SceneEnum.Party: return(Party); case SceneEnum.Pause: return(Pause); case SceneEnum.PC: return(Pause); case SceneEnum.Summary: return(Summary); case SceneEnum.Trainer: return(Trainer); case SceneEnum.Typing: return(Typing); default: return(new BaseScene()); } }
public IEnumerator Enter(SceneEnum target) { _processBar.localPosition = new Vector3(_startPosX, _processBar.localPosition.y, _processBar.localPosition.z); _processText.text = "0%"; yield return(SceneModel.Instance.LoadSceneAsync(target, new SingleProcessBar(_processBar, _startPosX, _endPosX, _processText))); }
public void loadScene(SceneEnum scene) { _anim.SetTrigger("End"); if (scene == SceneEnum.Lobby) { StartCoroutine(loadSceneEnumerator(1)); } else if (scene == SceneEnum.InGame) { StartCoroutine(loadSceneEnumerator(3)); } else if (scene == SceneEnum.MainMenu) { StartCoroutine(loadSceneEnumerator(0)); } else if (scene == SceneEnum.Room) { StartCoroutine(loadSceneEnumerator(2)); } else if (scene == SceneEnum.PrevScene) { StartCoroutine(loadSceneEnumerator(prevScene)); } else if (scene == SceneEnum.ResultScene) { StartCoroutine(loadSceneEnumerator(4)); } prevScene = SceneManager.GetActiveScene().buildIndex; }
protected override void OnAwake() { sceneSystem = GetLogicalComponent <SceneSystemComponent>(); cursorSystem = GetLogicalComponent <CursorEnableComponent>(); currentLevel = sceneSystem.ObeyReturnCurrentLevel(); transform.Find("FrameRateUI").gameObject.SetActive(debugMode); }
public static void LoadScene(SceneEnum state, string sceneName = "") { if (string.IsNullOrEmpty(sceneName) || sceneName.CompareTo("") == 0) { sceneName = ManagerScene.GetSceneName(state); } if (state == enteringScene) { //防止卡死,当前场景 就是目标场景 不需要切换" Debug.LogError("SceneState : " + state + " enteringScene : " + enteringScene); return; } enteringScene = state; // 开始加载场景 StartGoToScene(state); //AsyncOperation asyncOperation = null; //AssetPool.Instance.Scene.LoadScene(sceneName, out asyncOperation); //Game.Instance.StartCoroutine(WaitLoadScene(state, asyncOperation)); // LoadScene(string sceneName, LoadCallBackHandler CallBack) AssetPool.Instance.Scene.LoadScene(sceneName, LoadSceneCallBack); }
public IEnumerator LoadSceneAsync(SceneEnum targetScene, SingleProcessBar process) { var async = SceneManager.LoadSceneAsync(_GetSceneNameByEnum(targetScene)); async.allowSceneActivation = false; var progress = 0f; while (!async.isDone) { progress = async.progress; if (progress >= 0.9f) { process.UpdateBar(100f); if (!async.allowSceneActivation) { async.allowSceneActivation = true; } } else { process.UpdateBar(progress * 100); } yield return(null); } }
private void LoadScene(SceneEnum scene) { if (next == SceneEnum.None) { next = scene; } }
/// <summary> /// Change the current game scene /// </summary> /// <param name="sceneEnum">Scene enum to change to</param> /// <param name="sceneParameters">Scene parameters</param> public void ChangeScene(SceneEnum sceneEnum, object sceneParameters = null) { Scene newScene = null; switch (sceneEnum) { case SceneEnum.MAIN_MENU: newScene = mSceneMainMenu; break; case SceneEnum.GAME: newScene = mSceneGame; break; } if (newScene != null) { if (mCurrentScene != null) { mCurrentScene.Exit(); } newScene.Enter(sceneParameters); mCurrentScene = newScene; } }
public void Restart() { start.Play(); currentScene = SceneEnum.ROLL1; image.SetActive(false); tweetButton.SetActive(false); }
// Update is called once per frame void Update() { if (currentScene == SceneEnum.ROLL1) { int index = Random.Range(0, characters.Length); char1.text = characters[index].ToString(); index = Random.Range(0, characters.Length); char2.text = characters[index].ToString(); if (Input.GetMouseButtonDown(0)) { start.Play(); currentScene = SceneEnum.ROLL2; } } else if (currentScene == SceneEnum.ROLL2) { int index = Random.Range(0, characters.Length); char2.text = characters[index].ToString(); if (Input.GetMouseButtonDown(0)) { stop.Play(); currentScene = SceneEnum.RESULT; } } else if (currentScene == SceneEnum.RESULT) { image.SetActive(true); tweetButton.SetActive(true); } }
public static void SetState(SceneEnum scene) { Console.WriteLine("[SceneManager][SetState] -> " + scene); CurrentScene = Scenes[scene]; Initialize(); LoadContent(); }
public SceneEnum GetNextScene() { SceneEnum sE = currentScene; sE++; return(sE); }
public static void ReenableNightBGM() { // summary: there is a scene header which has a single byte that determines what plays at night, setting to 13 re-enables BGM at night // since scene table is only read previously on enemizer, if not loaded we have to load now if (RomData.SceneList == null) { ReadSceneTable(); } // TODO since this is static, it can be moved var TargetSceneEnums = new GameObjects.Scene[] { GameObjects.Scene.TerminaField, GameObjects.Scene.RoadToSouthernSwamp, GameObjects.Scene.SouthernSwamp, GameObjects.Scene.SouthernSwampClear, GameObjects.Scene.PathToMountainVillage, GameObjects.Scene.MountainVillage, GameObjects.Scene.MountainVillageSpring, GameObjects.Scene.TwinIslands, GameObjects.Scene.TwinIslandsSpring, GameObjects.Scene.GoronRacetrack, GameObjects.Scene.GoronVillage, GameObjects.Scene.GoronVillageSpring, GameObjects.Scene.PathToSnowhead, GameObjects.Scene.Snowhead, GameObjects.Scene.MilkRoad, GameObjects.Scene.GreatBayCoast, GameObjects.Scene.PinnacleRock, GameObjects.Scene.ZoraCape, GameObjects.Scene.WaterfallRapids, GameObjects.Scene.RoadToIkana, GameObjects.Scene.IkanaCanyon, GameObjects.Scene.EastClockTown, GameObjects.Scene.WestClockTown, GameObjects.Scene.NorthClockTown, GameObjects.Scene.SouthClockTown, GameObjects.Scene.LaundryPool, GameObjects.Scene.Woodfall, }.ToList(); foreach (var SceneEnum in TargetSceneEnums) { ReenableNightBGMSingle(RomData.SceneList.Find(u => u.Number == SceneEnum.Id()).File); } // Kamaro the dancing ghost in Termina Field breaks night music // he calls a function that sets an unknown actor flag unk39 & 20, he calls this function per frame from multiple places // if we nop it his music never plays, and might music is never interupted by him var kamaroFID = 593; //GameObjects.Actor.En_Yb.FileListIndex(); RomUtils.CheckCompressed(kamaroFID); var kamaroData = RomData.MMFileList[kamaroFID].Data; // null function call to func_800B9084 -> NOP ReadWriteUtils.Arr_WriteU32(kamaroData, 0x618, 0x00000000); }
private IEnumerator _SwitchScene(SceneEnum target) { SceneModel.Instance.LoadScene(SceneEnum.Loading); yield return(null); var loadingView = FindObjectOfType <LoadingScenePanel>(); yield return(loadingView.Enter(target)); }
private IEnumerator ChangeScene(SceneEnum scene) { while (isFading) { yield return(0); } SceneManager.LoadScene(PredefinedScene.GetName(scene)); }
/// <summary> /// 开启俯视墙 /// </summary> private void TurnOnOverlookScene() { if (!_overLookWallManager.gameObject.activeSelf) { _overLookWallManager.gameObject.SetActive(true); } _waterWallManager.gameObject.SetActive(false); _currentScene = SceneEnum.OverlookWall; }
/// <summary> /// Gets the name of the specified scene. /// </summary> /// <returns>Name of specified scene.</returns> /// <param name="gameScene">Game scene.</param> public string GetSceneNameOf(SceneEnum gameScene) { if (gameScene == SceneEnum.SIZE) { Debug.Log("Specified item is not a scene"); return(null); } return(m_sceneNames[(int)gameScene]); }
protected override void Awake() { base.Awake(); sceneSystem = GetLogicalComponent <SceneSystemComponent>(); cursorSystem = GetLogicalComponent <CursorEnableComponent>(); currentLevel = sceneSystem.ObeyReturnCurrentLevel(); EventsManager.AddMethod <genericDelegate <SceneEnum> >(EventAction.NewScene, ReceiveCurrentLevel, this); transform.Find("FrameRateUI").gameObject.SetActive(debugMode); }
public void FadeTo(SceneEnum scene) { if (isFading) { return; } FadeOut(); StartCoroutine(ChangeScene(scene)); }
public static string GetName(SceneEnum scene) { PredefinedScene predefinedScene = Array.Find(MainManager.Instance.scenes, s => s.scene == scene); if (predefinedScene == null) { throw new NullReferenceException("Unable to find '" + scene + "' scene!"); } return(predefinedScene.name); }
public void ReloadScene(Scene actualScene) { if (File.Exists(Application.persistentDataPath + "/rbSave.bp")) { SceneManager.LoadScene(actualScene.name); } else { currentScene = SceneEnum.StoryboardN1; SceneManager.LoadScene(currentScene.ToString()); } }
/// <summary> /// 获取字符串类型的场景名称 /// </summary> /// <param name="sceneEnum">枚举类型的场景名称</param> /// <returns></returns> public string getStrSceneByEnumScene(SceneEnum sceneEnum) { if (null != _sceneEnumDic && _sceneEnumDic.Count >= 1) { return(_sceneEnumDic[sceneEnum]); } else { Debug.LogWarning(GetType() + "getStrSceneByEnumScene()/_sceneEnumDic.Count < = 0,please check!!!"); return(null); } }
// 进入场景 public static void EnteredScene(SceneEnum state) { currentSceneState = state; if (!SceneDic.ContainsKey(state)) { Debug.LogError("SceneState is null : " + state); return; } m_CurrentScene = SceneDic[currentSceneState]; m_CurrentScene.OnEnter(); }
public void LoadGameScene(SceneEnum scene, bool IsNeedAsy = false) { if (IsNeedAsy) { AsynLoadState = SceneManager.LoadSceneAsync((int)scene); StartCoroutine(LoadScene()); } else { SceneManager.LoadScene((int)scene); } }
/// <summary> /// 得到字符串形式的场景名称 /// </summary> /// <param name="sceneEnum">枚举类型的场景名称</param> /// <returns></returns> public string GetStrByEnumScene(SceneEnum sceneEnum) { if (_DicSceneEnumLib != null && _DicSceneEnumLib.Count >= 1) { return(_DicSceneEnumLib[sceneEnum]); } else { // // Debug.LogWarning(GetType() + "/GetStrByEnumScene()/_DicSceneEnumLib.Count <= 0!"); return(null); } }
void Awake() { DontDestroyOnLoad(gameObject); if (File.Exists(Application.persistentDataPath + "/rbSave.bp")) { currentScene = SaveLoad.saveGame.data.actualScene; } else { currentScene = SceneEnum.Menu; } }
/// <summary> /// It loads the "Loading" scene but the param is saved for future uses. /// </summary> public void LoadSavedScene() { if (File.Exists(Application.persistentDataPath + "/rbSave.bp")) { currentScene = --SaveLoad.saveGame.data.actualScene; SceneManager.LoadScene(SceneEnum.Loading.ToString()); } else { StartNewGame(); } }
public static void LoadSceneByID(SceneEnum targetScene) { string targetSceneName; if (sceneNames.TryGetValue(targetScene, out targetSceneName)) { SceneManager.LoadScene(targetSceneName); } else { Debug.LogError("Scène inconnue : " + targetScene.ToString()); } }
/// <summary> /// It loads the "Loading" scene but the param is saved for future uses. /// </summary> /// <param name="sceneIndex"></param> public void LoadNextScene(SceneEnum sceneIndex) { if (File.Exists(Application.persistentDataPath + "/rbSave.bp")) { currentScene = sceneIndex; SceneManager.LoadScene(SceneEnum.Loading.ToString()); } else { currentScene = SceneEnum.StoryboardN1; SceneManager.LoadScene(currentScene.ToString()); } }
public AsyncOperation LoadAsyncScene(SceneEnum scene) { //m_Scenes.Enqueue(scene); AsyncOperation async = Application.LoadLevelAsync((int)scene); return async; }
public void PushScene(SceneEnum scene) { m_Scenes.Enqueue(scene); RenderScene(scene); }
private void RenderScene(SceneEnum scene) { Application.LoadLevel((int)scene); }