/// <summary> /// Update this instance. /// </summary> void Update() { switch (_gameState) { case GameState.MOVIE_PLAYING: if (!_movieTexture.isPlaying) { _gameState = GameState.START_FADE; } break; case GameState.START_FADE: StartCoroutine(_screenFader.FadeScreen(_fadeOutUIImage, ScreenFader.FadeType.FADE_OUT, 2.0f)); _gameState = GameState.END_FADE; break; case GameState.END_FADE: if (!_screenFader.IsFading()) { _gameState = GameState.LOAD_NEXT_SCENE; } break; case GameState.LOAD_NEXT_SCENE: SceneManager.LoadScene("scene_0000"); _gameState = GameState.LOADING_SCENE; break; } }
// Update is called once per frame void Update() { switch (_gameState) { case GameState.START_FADE: StartCoroutine(_screenFader.FadeScreen(_fadeImage, ScreenFader.FadeType.FADE_IN, 5.0f)); _gameState = GameState.END_FADE; break; case GameState.END_FADE: if (!_screenFader.IsFading()) { _gameState = GameState.START_TEXT_FADE; } break; case GameState.START_TEXT_FADE: StartCoroutine(FadeTitle(_worldMapText, ScreenFader.FadeType.FADE_IN, 2.0f)); _gameState = GameState.END_TEXT_FADE; break; case GameState.END_TEXT_FADE: if (!_isFading) { _gameState = GameState.ACTIVATE_SCREEN; } break; case GameState.ACTIVATE_SCREEN: Cursor.lockState = CursorLockMode.None; Cursor.visible = true; _gameState = GameState.DONE; break; } }
public void Update(GameTime gameTime, MainCharacter mainCharacter, ContentManager content) { if (FadeOut && !ScreenFader.IsFading()) { FadeOut = false; FadeOutFinished = true; } if (FadeOutFinished && StateChange) { while (PushCount > 0) { GameStack.Push(PushStack.Pop()); PushCount--; StackSize++; } while (PushCount < 0) { GameStack.Pop(); PushCount++; StackSize--; } GameStack.Peek().Reset(this, mainCharacter, content); StateChange = false; if (FadeIn) { ScreenFader.BeginFade(Color.Transparent, 500); } } if (StackSize == 0) { Console.WriteLine("Gamestack is empty. Exiting..."); Game1.QuitGame(); } GameStack.Peek().Update(this, gameTime); // Update the screenfader ScreenFader.Update(gameTime); }
/// <summary> /// Update this instance. /// </summary> void Update() { switch (_gameState) { case GameState.START_FADE: Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; StartCoroutine(_screenFader.FadeScreen(_fadeImage, ScreenFader.FadeType.FADE_OUT, 2.0f)); _gameState = GameState.END_FADE; break; case GameState.END_FADE: if (!_screenFader.IsFading()) { _gameState = GameState.LOAD_NEXT_SCENE; } break; case GameState.LOAD_NEXT_SCENE: SceneManager.LoadScene("ExampleScene"); _gameState = GameState.WAITING; break; } }