コード例 #1
0
        IEnumerator LoadAsyncScene(SceneName sceneName)
        {
            LoadSceneResult result;
            AsyncOperation  asyncLoad;

            try
            {
                asyncLoad = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(sceneName.ToString());
            }
            catch (Exception e)
            {
                Debug.LogError(e);

                result = LoadSceneResult.Failed;
                OnSceneLoadEndedEvent?.Invoke(result, sceneName);
                yield break;
            }

            // Wait until the asynchronous scene fully loads.
            while (!asyncLoad.isDone)
            {
                OnSceneLoadPercentChangedEvent?.Invoke(asyncLoad.progress);
                yield return(null);
            }

            result = LoadSceneResult.Success;
            OnSceneLoadEndedEvent?.Invoke(result, sceneName);
        }
コード例 #2
0
    public void LoadNextScene(SceneName name)
    {
        switch (name)
        {
        case SceneName.Zero:
            SceneManager.LoadScene("0 Preload");
            break;

        case SceneName.One:
            SceneManager.LoadScene("1 Intro");
            break;

        case SceneName.Two:
            SceneManager.LoadScene("2 RDW Training");
            break;

        case SceneName.Three:
            SceneManager.LoadScene("3 Calibration Training");
            break;

        case SceneName.Four:
            SceneManager.LoadScene("4 Calibration");
            break;

        case SceneName.Five:
            SceneManager.LoadScene("5 Walkthrough");
            break;

        default:
            throw new ArgumentOutOfRangeException("name", name, null);
        }
    }
コード例 #3
0
    // Initializes the NPC if it is in the currently active scene, by activating its SpriteRenderer and BoxCollider, and setting the npcActiveInScene bool.
    // If it's not in the correct scene, disable the same members
    private void InitializeNPC()
    {
        // If the NPC's current scene is the same as the active scene, set thae NPC to active. Else, set it to inactive
        if (npcCurrentScene.ToString() == SceneManager.GetActiveScene().name)
        {
            // This method enables the spriteRenderer and boxCollider of the NPC in the scene
            SetNPCActiveInScene();
        }
        else
        {
            // This method disables the spriteRenderer and boxCollider of the NPC in the scene
            SetNPCInactiveInScene();
        }

        // Make sure the NPCs current scene is correct because it can be changing
        npcPreviousMovementStepScene = npcCurrentScene;

        // Get the NPC's current grid position
        npcCurrentGridPosition = GetGridPosition(transform.position);

        // Set the next Grid position and the target grid position to the current grid position
        npcNextGridPosition    = npcCurrentGridPosition;
        npcTargetGridPosition  = npcCurrentGridPosition;
        npcTargetWorldPosition = GetWorldPosition(npcTargetGridPosition);

        // Get the NPC's next world position
        npcNextWorldPosition = GetWorldPosition(npcCurrentGridPosition);
    }
コード例 #4
0
    public IEnumerator ChangeCoroutine(SceneName scene)
    {
        yield return(StartCoroutine(Fade.Instance().FadeOutCoroutine(1.0f, Color.black)));

        UnityEngine.SceneManagement.SceneManager.LoadScene(scene.String());
        Fade.Instance().FadeIn(1.0f, Color.black);
    }
コード例 #5
0
    public static void SceneLoad(SceneName name)
    {
        scene = name;
        switch (name)
        {
        case SceneName.Title:
            UnityEngine.SceneManagement.SceneManager.LoadScene(TITLE_SCENE);
            break;

        case SceneName.Main:
            UnityEngine.SceneManagement.SceneManager.LoadScene(GACHA_SCENE);
            break;

        case SceneName.CreateUser:
            UnityEngine.SceneManagement.SceneManager.LoadScene(CREATE_USER_SCENE);
            break;

        case SceneName.LoginPresent:
            UnityEngine.SceneManagement.SceneManager.LoadScene(LOGIN_PRESENT_SCENE);
            break;

        case SceneName.EmmisionGacha:
            UnityEngine.SceneManagement.SceneManager.LoadScene(EMMISION_GACHA_SCENE);
            break;

        case SceneName.Dictionary:
            UnityEngine.SceneManagement.SceneManager.LoadScene(DICTIONARY_SCENE);
            break;

        case SceneName.Shopping:
            UnityEngine.SceneManagement.SceneManager.LoadScene(STONE_SHOPPING_SCENE);
            break;
        }
    }
コード例 #6
0
    protected override void OnUpdate()
    {
        SceneName sceneToLoad = SceneName.None;

        Entities.ForEach((Entity e, in ChangeScene changeScene) =>
        {
            sceneToLoad = changeScene.Value;
            EntityManager.DestroyEntity(e);
        }).WithStructuralChanges().Run();

        var gameState = GetSingleton <GameData>();

        if (sceneToLoad == SceneName.Menu)
        {
            gameState.currentGameState = GameState.Menu;
            TryUnloadScene <GameSceneTag>();
            LoadScene <MainMenuSceneTag>();
        }
        else if (sceneToLoad == SceneName.Gameplay)
        {
            gameState.currentGameState = GameState.PreGame;
            TryUnloadScene <MainMenuSceneTag>();
            LoadScene <GameSceneTag>();
        }

        SetSingleton(gameState);
    }
コード例 #7
0
    /// <summary>
    /// Map and change the current sceneState to the recent loaded scene.
    /// </summary>
    /// <param name="sceneName"></param>
    private void ChangeSceneState(SceneName sceneName)
    {
        switch (sceneName)
        {
        case SceneName.Scene1:
            sceneStatesFSM.changeStateTo(scene1State);
            break;

        case SceneName.Scene2:
            sceneStatesFSM.changeStateTo(scene2State);
            break;

        case SceneName.Scene3:
            if (restartBtn)
            {
                restartBtn.SetActive(true);
            }
            sceneStatesFSM.changeStateTo(scene3State);
            break;

        case SceneName.Scene4:
            sceneStatesFSM.changeStateTo(scene4State);
            break;

        case SceneName.Scene5:
            sceneStatesFSM.changeStateTo(scene5State);
            break;

        default:
            break;
        }
    }
コード例 #8
0
    // Start is called before the first frame update
    void Start()
    {
        SceneFlag         = false;
        GameFrag          = false;
        GameOverFlag      = false;
        StageNameInstance = instance.GetComponent <SceneName>();
        PauseManager      = GameObject.Find("PauseManager").GetComponent <PauseManager>();
        WhiteFadeTrg      = false;
        Result            = GameObject.Find("ResultManager").GetComponent <ResultComponent>();

        BGMManager.Instance.Play(TitleAndSelectBGM);

        //フェード初期処理
        if (Fadeobj_In != null && Fadeobj_Out != null)
        {
            //Fadeobj.GetComponent<Canvas>().enabled = false;
            Fadeobj_Out.GetComponent <Canvas>().enabled = false;
            FadeAni_In = Fadeobj_In.GetComponent <FadeAnim>();
            //FadeAni_Out = Fadeobj_Out.GetComponent<FadeAnim>();
            FadeAni_Out = Fadeobj_Out.GetComponent <BubbleFadeOpe>();
        }
        else
        {
            Debug.Log("Error");
        }
    }
コード例 #9
0
    private void InitialiseNPC()
    {
        // Active in scene
        if (npcCurrentScene.ToString() == SceneManager.GetActiveScene().name)
        {
            SetNPCActiveInScene();
        }
        else
        {
            SetNPCInactiveInScene();
        }

        npcPreviousMovementStepScene = npcCurrentScene;

        // Get NPC Current Grid Position
        npcCurrentGridPosition = GetGridPosition(transform.position);

        // Set Next Grid Position and Target Grid Position to current Grid Position
        npcNextGridPosition    = npcCurrentGridPosition;
        npcTargetGridPosition  = npcCurrentGridPosition;
        npcTargetWorldPosition = GetWorldPosition(npcTargetGridPosition);

        // Get NPC WorldPosition
        npcNextWorldPosition = GetWorldPosition(npcCurrentGridPosition);
    }
コード例 #10
0
    private IEnumerator LoadSceneCor(SceneName sceneName, bool isFade, float waitTime)
    {
        // フェード指定があったらアニメーションする
        if (isFade)
        {
            yield return(StartCoroutine(FadeIn()));
        }

        doOnceSceneChange = false;
        var async = SceneManager.LoadSceneAsync(sceneName.ToString());

        async.allowSceneActivation = false;
        // 時が止まっていることも考慮し、とりあえず戻す
        Time.timeScale = 1;

        yield return(new WaitForSecondsRealtime(waitTime));

        doOnceSceneChange          = true;
        async.allowSceneActivation = true;

        if (isFade)
        {
            yield return(StartCoroutine(FadeOut()));
        }
    }
コード例 #11
0
ファイル: Scene.cs プロジェクト: chrsjwilliams/Octo
 internal void _OnEnter(TTransitionData data)
 {
     SceneName = transform.name;
     SceneName = SceneName.Replace(DELIMITER, "");
     Root.SetActive(true);
     OnEnter(data);
 }
コード例 #12
0
    /// <summary>
    /// 初期化
    /// </summary>
    protected override void Initialize()
    {
        // 音楽データの取得
        audioManager = AudioManager.Instance;

        // BGMの再生
        audioManager.PlayBGM(audioManager.BossSceneBGM.name);

        // フラグ初期化
        PauseManager.isPause = false;

        // BossListsの子要素をすべて取得
        bossTransforms = BossLists.GetComponentInChildren <Transform>();

        // インスタンス取得
        var sceneName = new SceneName();

        // 挑戦したステージ名からステージ名リストの要素番号を取得する
        var activeBossNumber = Array.IndexOf(sceneName.STAGE_NAMES, ChallengeStageName);

        // bossTransformsの子要素の有効、無効の切り替えを行う
        for (int i = 0; i < bossTransforms.childCount; i++)
        {
            // 該当するBossを有効にする
            bossTransforms.GetChild(i).gameObject.SetActive(activeBossNumber == i);
        }
    }
コード例 #13
0
    public void SwitchScene(SceneName scene, SceneSwitchType type, float duration = 1.0f, float delay = 1.0f)
    {
        _sceneSwitch.SwitchEnter(type, duration);

        delay = duration + delay;
        StartCoroutine(IESwitchScene(scene, delay));
    }
コード例 #14
0
        public static IBaseSceneState GetScene(SceneName scene)
        {
            IBaseSceneState state = null;

            SceneDict.TryGetValue(scene, out state);
            return(state);
        }
コード例 #15
0
 public void SetScene(SceneName scene)
 {
     if (SceneName.Ignore != scene)
     {
         this.scene1 = scene;
     }
 }
コード例 #16
0
    /// <summary>
    /// Builds a path for the given sceneName, from the startGridPosition to the endGridPosition, and adds movement steps to the passed in npcMovementStack (a stack of movement steps for the NPC to follow).
    /// Also returns true if a path is found, or false if no path found
    /// </summary>
    /// <param name="sceneName"></param>
    /// <param name="startGridPosition"></param>
    /// <param name="endGridPosition"></param>
    /// <param name="npcMovementStepStack"></param>
    /// <returns> Returns a bool true if a path is found, and false if not. The NPC movement steps are also passed into NPCMovementStepStack </returns>
    public bool BuildPath(SceneName sceneName, Vector2Int startGridPosition, Vector2Int endGridPosition, Stack <NPCMovementStep> npcMovementStepStack)
    {
        // Make sure pathFound always starts off as false, i.e. for when we call BuildPath a second time after it already found a path earlier!
        pathFound = false;

        // This method will populate all of the GridNodes array nodes with the isPath and isNPCObstacle properties from the GridPropertiesDictionary for this scene, and also set up
        // the starting/ending grid nodes, and the open/closed nodes lists. It will return true if this was successful.
        if (PopulateGridNodesFromGridPropertiesDictionary(sceneName, startGridPosition, endGridPosition))
        {
            // If we successfully populated the GridNodes properties, Now we run the FindShortestPath algorithm which runs the AStar algorithm (add the startNode to the OpenNodeList,
            // loop through the openList until it's empty, sort the openList by fCost tie-broken by hCost, set the best-case to the currentNode (remove it from open list and add to closedList)
            // Then evaluate the new h/g/f costs of the 8 neighbors to the currentNode. Repeat until currentNode = targetNode, or openNodeList is empty.
            if (FindShortestPath())
            {
                // If we've found a shortest path from startNode -> targetNode, we know that currentNode = targetNode. And currentNode's list of parent nodes
                // Will lead us back to the startNode. This method loops through all of the currentNodes parents back to the startNode, and adds each step
                // to the npcMovementStepStack, which NPCs will be able to follow
                UpdatePathOnNPCMovementStepStack(sceneName, npcMovementStepStack);

                // If we found a path, return true. Else, return false and no npcMovementStepStack gets updated
                return(true);
            }
        }

        return(false);
    }
コード例 #17
0
    public void ShowAds(SceneName sceneName)
    {
        showAds        = true;
        Time.timeScale = 1f;

        Application.LoadLevel(sceneName.ToString());
    }
コード例 #18
0
ファイル: SceneStateMgr.cs プロジェクト: takararei/Framework
 public void GoToScene(SceneName name)
 {
     lastSceneState          = currentSceneState;
     currentSceneState       = SceneType.GetScene(name);
     currentSceneState.scene = name;
     ExitSceneComplete();
 }
コード例 #19
0
    public void MainLobby()
    {
        SoundManager.Instance.play(LoadManager.Instance.GetSFXData(SFXType.Tabsound).clip, AudioSettings.dspTime + Time.deltaTime, 0F, 1F);
        string sceneName = SceneName.GetMainLobby(GameManager.Instance.LocalPlayer.playerInfo.Race);

        TransitionManager.Instance.OnSceneTransition(sceneName, TransitionType.Loading01_Blank, null);
    }
コード例 #20
0
 public void LoadScene(SceneName sceneName, int level = 0)
 {
     _zenjectSceneLoader.LoadScene(sceneName.ToString(), LoadSceneMode.Single, container =>
     {
         container.BindInstance(level);
     });
 }
コード例 #21
0
 /// <summary>
 /// 指定した名前でシーンを追加する
 /// </summary>
 /// <param name="sceneName">シーンの名前</param>
 /// <param name="sceneInstance">対応するシーンのインスタンス</param>
 public static void AddScene(SceneName sceneName, IScene sceneInstance)
 {
     if (!Scenes.ContainsKey(sceneName))
     {
         Scenes.Add(sceneName, sceneInstance);
     }
 }
コード例 #22
0
ファイル: AStar.cs プロジェクト: howlmoon123/LastOneGotHosed
    private bool PopulateGridNodesFromGridPropertiesDictionary(SceneName sceneName, Vector2Int startGridPosition, Vector2Int endGridPosition)
    {
        // Get grid properties dictionary for the scene
        //  SceneSave sceneSave;

        //  if (GridPropertiesManager.Instance.GameObjectSave.sceneData.TryGetValue(sceneName.ToString(), out sceneSave))
        // {
        // Get Dict grid property details
        //  if (sceneSave.gridPropertyDetailsDictionary != null)
        //  {
        // Get grid height and width
        if (GridPropertiesManager.Instance.GetGridDimensions(sceneName, out Vector2Int gridDimensions, out Vector2Int gridOrigin))
        {
            // Create nodes grid based on grid properties dictionary
            gridNodes  = new GridNodes(gridDimensions.x, gridDimensions.y);
            gridWidth  = gridDimensions.x;
            gridHeight = gridDimensions.y;
            originX    = gridOrigin.x;
            originY    = gridOrigin.y;

            // Create openNodeList
            openNodeList = new List <Node>();

            // Create closed Node List
            closedNodeList = new HashSet <Node>();
        }
コード例 #23
0
 /// <summary>
 /// Will find and move to Prioritized Scene's based on Scene SNOId or Name
 /// </summary>
 /// <returns></returns>
 private Composite PrioritySceneCheck()
 {
     return
         (new Decorator(ret => !(SceneId == 0 && String.IsNullOrEmpty(SceneName.Trim())),
                        new Sequence(
                            new DecoratorContinue(ret => DateTime.Now.Subtract(lastCheckedScenes).TotalMilliseconds > 1000,
                                                  new Sequence(
                                                      new Action(ret => lastCheckedScenes = DateTime.Now),
                                                      new Action(ret => FindPrioritySceneTarget())
                                                      )
                                                  ),
                            new Decorator(ret => PrioritySceneTarget != Vector3.Zero,
                                          new PrioritySelector(
                                              new Decorator(ret => PrioritySceneTarget.Distance2D(myPos) <= PathPrecision,
                                                            new Sequence(
                                                                new Action(ret => Logger.DBLog.DebugFormat("Successfully navigated to priority scene {0} {1} center {2} Distance {3:0}",
                                                                                                           CurrentPriorityScene.Name, CurrentPriorityScene.SceneInfo.SNOId, PrioritySceneTarget, PrioritySceneTarget.Distance2D(myPos))),
                                                                new Action(ret => isDone = true)
                                                                )
                                                            ),
                                              new Action(ret => MoveToPriorityScene())
                                              )
                                          )
                            )
                        ));
 }
コード例 #24
0
        public void SetCurrentScene(SceneName sceneName)
        {
            var scene = UnitySceneManager.GetSceneByName(sceneName.ToString());

            UnitySceneManager.SetActiveScene(scene);
            loadedSceneNames.Add(sceneName.ToString());
        }
コード例 #25
0
    /// <summary>
    /// Given a sceneName, this method returns true and two Vector2Ints with the grid dimensions and origin for that scene, or false and Vector2Int.zero's if the scene was not found
    /// </summary>
    public bool GetGridDimensions(SceneName sceneName, out Vector2Int gridDimensions, out Vector2Int gridOrigin)
    {
        // Start off with 0 grid dimensions and origin, to e changed if we found a scene with that sceneName
        gridDimensions = Vector2Int.zero;
        gridOrigin     = Vector2Int.zero;

        // Loop through all of the scenes
        foreach (SO_GridProperties so_GridProperties in so_gridPropertiesArray)
        {
            // If we find a scene with the given sceneName, populate the corresponding grid dimensions and origin and return true
            if (so_GridProperties.sceneName == sceneName)
            {
                gridDimensions.x = so_GridProperties.gridWidth;
                gridDimensions.y = so_GridProperties.gridHeight;

                gridOrigin.x = so_GridProperties.originX;
                gridOrigin.y = so_GridProperties.originY;

                return(true);
            }
        }

        // If we didn't find that scene name, return false and keep the dimensions and origin as 0
        return(false);
    }
コード例 #26
0
ファイル: ScenesManager.cs プロジェクト: ea5y/PachinkoClient
    public void RealLoadScene(SceneName name, PanelLoading ui)
    {
        ui.SetUI(LoadingType.Scene);
        AsyncOperation op       = null;
        Action         callback = () => { };

        switch (name)
        {
        case SceneName.A_SceneEnter:
            break;

        case SceneName.B_SceneLoading:
            op       = SceneManager.LoadSceneAsync("B_SceneLoading");
            callback = OnEnterSceneLoading;
            break;

        case SceneName.C_SceneLogin:
            op       = SceneManager.LoadSceneAsync("C_SceneLogin");
            callback = OnEnterSceneLogin;
            break;

        case SceneName.D_SceneGameInit:
            break;

        case SceneName.E_SceneGame_1:
            op       = SceneManager.LoadSceneAsync("E_SceneGame_1");
            callback = OnEnterSceneGame1;
            break;

        case SceneName.F_SceneGame_2:
            break;
        }
        StartCoroutine(Loading(op, callback, ui));
    }
コード例 #27
0
        private void LoadScoreAttack(SceneName sceneName, LoadType loadType)
        {
            _gameTypeUseCase.SetGameType(GameType.ScoreAttack);
            _levelView.SetMaxStageCount(GameConfig.STAGE_COUNT);
            _levelView.SetPlayLevelUpSe(true);

            switch (loadType)
            {
            case LoadType.Direct:
            case LoadType.Reload:
            {
                var level = _levelUseCase.GetLevel();
                LoadSceneAsync(GameType.ScoreAttack, sceneName, level, _tokenSource.Token).Forget();
                break;
            }

            case LoadType.Next:
            {
                var nextLevel = _levelUseCase.GetNextLevel();
                if (nextLevel < GameConfig.STAGE_COUNT)
                {
                    _levelUseCase.CountUp();
                    LoadSceneAsync(GameType.ScoreAttack, sceneName, nextLevel, _tokenSource.Token).Forget();
                }
                else
                {
                    LoadSceneAsync(GameType.ScoreAttack, SceneName.Ranking, 0, _tokenSource.Token).Forget();
                }
                break;
            }

            default:
                throw new ArgumentOutOfRangeException(nameof(loadType), loadType, null);
            }
        }
コード例 #28
0
 public void LoadScene(SceneName scene)
 {
     if (!isLoading)
     {
         StartCoroutine(LoadSceneWithTransition(scene));
     }
 }
コード例 #29
0
    /// <summary>
    /// シーン遷移
    /// </summary>
    /// <param name="sceneName">シーン名</param>
    public void ChangeScene(SceneName name)
    {
        StartCoroutine(Fade(name));
        var eventSystem = FindObjectOfType <EventSystem>();

        eventSystem.enabled = false;
    }
コード例 #30
0
        private async Task <bool> Moving()
        {
            if (AdvDia.CurrentWorldScene.Name.ToLower().Contains(SceneName.ToLower()))
            {
                State = States.Completed;
                return(false);
            }

            if (_zergEnabled)
            {
                SafeZerg.Instance.EnableZerg();
            }

            if (await NavigationCoroutine.MoveTo(_objectiveLocation, 10))
            {
                if (AdvDia.MyPosition.Distance(_objectiveLocation) > 30 && NavigationCoroutine.LastResult == CoroutineResult.Failure && _failureCount < 10)
                {
                    _failureCount++;
                    _previouslyFoundLocation       = _objectiveLocation;
                    _returnTimeForPreviousLocation = PluginTime.CurrentMillisecond;
                    _objectiveLocation             = Vector3.Zero;
                    _objectiveScanRange            = Math.Max(ActorFinder.LowerSearchRadius(_objectiveScanRange), 250);
                    Core.Logger.Log($"Search Radius changed to  {_objectiveScanRange}");
                    State = States.Searching;
                    return(false);
                }
                State = States.Completed;
                return(false);
            }
            return(false);
        }
コード例 #31
0
	public void TransitionToScene (SceneName scenename)
	{
		m_NextLevel = scenename;
		if (transitionState == TransitionEvent.None) {
			transitionState = TransitionEvent.onCloseTransition;

		}
		CloseScene ();
		
		// LoadScene() in animation
		//OpenScene() in update
		
	}
コード例 #32
0
	void Update ()
	{	
		if (Application.loadedLevelName == m_NextLevel.ToString () && m_CurrentLevel != m_NextLevel) {
			//GameManager.resetScore();
			OpenScene ();
			m_CurrentLevel = m_NextLevel;
		}
	}
コード例 #33
0
ファイル: SceneChanger.cs プロジェクト: Furuta0316/GGJ2016
 public void SceneChange(SceneName sceneName, Color fadeColor, float fadeSpeed = 0.05f)
 {
     if(isLock == false)
     {
         speed  = fadeSpeed;
         col    = fadeColor;
         StartCoroutine(FadeIn(sceneName.ToString(), fadeSpeed, fadeColor));
     }
 }
コード例 #34
0
    public void SetScene(int sc)
    {
        Debug.Log("Calling scene " + sc);
        Debug.Log("Switch " + sceneName);
        switch (sceneName)
        {
            case SceneName.Eart:
                if(sc!=0)
                DisappearEarth();
                Debug.Log("Dissapear earth ");
                break;
            case SceneName.SlicedEarth:
                Debug.Log("Dissapear slicedearth ");
                if (sc != 1)
                    DisappearSlicedEarth();
                break;
            case SceneName.Translacion:
                Debug.Log("Dissapear translacion ");
                if (sc != 2)
                    DisappearTranslacion();
                break;
            case SceneName.Eclipses:
                Debug.Log("Dissapear translacion ");
                if (sc != 3)
                    DisappearEclipses();
                break;
            case SceneName.None:
                break;

        }

        foreach (GameObject g in GameObject.FindGameObjectsWithTag("GUI"))
        {
            g.GetComponent<Canvas>().enabled=false;
            g.GetComponent<GraphicRaycaster>().enabled =false;
        }

        switch (sc) {
        case 0:
              //  AppearEarth();
            EarthGUI.GetComponent<Canvas>().enabled=true;
            EarthGUI.GetComponent<GraphicRaycaster>().enabled =true;
                sceneName = SceneName.Eart;
                break;
        case 1:
              //  AppearSlicedEarth();
                sceneName = SceneName.SlicedEarth;

                break;
            case 2:
              //  AppearTranslacion();
                sceneName = SceneName.Translacion;
                break;
            case 3:
                //  AppearTranslacion();
                sceneName = SceneName.Eclipses;
                break;

        }
    }
コード例 #35
0
ファイル: SceneChanger.cs プロジェクト: Furuta0316/GGJ2016
 public void SceneChange(SceneName sceneName, float fadeSpeed = 0.05f)
 {
     SceneChange(sceneName, new Color(0, 0, 0, 0), fadeSpeed);
 }
コード例 #36
0
ファイル: SceneChanger.cs プロジェクト: Furuta0316/GGJ2016
    public void AddScene(SceneName sceneName)
    {
		SceneManager.LoadScene(sceneName.ToString(), LoadSceneMode.Additive);
    }
コード例 #37
0
ファイル: ConstantScene.cs プロジェクト: hidetobara/Painter
 public int GetPort(SceneName scene)
 {
     return (int)scene;
 }
コード例 #38
0
 /// <summary>
 /// 切換到場景
 /// </summary>
 public static void ChangeScene(SceneName _name)
 {
     AsyncOperation async = Application.LoadLevelAsync(_name.ToString());
 }
コード例 #39
0
ファイル: PageTurn.cs プロジェクト: kw0006667/Aon
 public static string GetLevelName(SceneName _name)
 {
     string name = string.Empty;
     switch (_name)
     {
         case SceneName.page0:
             name = "page0";
             break;
         case SceneName.page1:
             name = "page1";
             break;
         case SceneName.page2:
             name = "page2";
             break;
         case SceneName.page3:
             name = "page3";
             break;
         case SceneName.page4:
             name = "page4";
             break;
         case SceneName.page5:
             name = "page5";
             break;
         case SceneName.page7:
             name = "page7";
             break;
         case SceneName.page8:
             name = "page8";
             break;
         case SceneName.page9:
             name = "page9";
             break;
         case SceneName.page11:
             name = "page11";
             break;
         case SceneName.page14:
             name = "page14";
             break;
         case SceneName.page15:
             name = "page15";
             break;
         case SceneName.page17:
             name = "page17";
             break;
         case SceneName.page18:
             name = "page18";
             break;
         case SceneName.page19:
             name = "page19";
             break;
         case SceneName.page20:
             name = "page20";
             break;
         case SceneName.page21:
             name = "page21";
             break;
         case SceneName.page24:
             name = "page24";
             break;
         case SceneName.page27:
             name = "page27";
             break;
         default:
             break;
     }
     return name;
 }