public void GameOver() { TransitionManager tM = ManagerProvider.GetManager <TransitionManager>(); tM.LoadSceneAdditiveAsync("GameOver"); _gameOver = true; }
private void Awake() { DontDestroyOnLoad(this); _Instance = this; BuildCanvas(); }
private void Awake() { if (_instance == null) { _instance = this; } }
private void Awake() { timeElapsed = 0; Instance = this; renderer.color = new Color(baseColor.r, baseColor.g, baseColor.b, 1); onComplete = new UnityEvent(); }
private TransitionManager() { instance = this; screenFadeScene = GD.Load <PackedScene>("res://src/gui_common/ScreenFade.tscn"); cutsceneScene = GD.Load <PackedScene>("res://src/gui_common/Cutscene.tscn"); }
/*public NAToolScreenshot () * { * name = "screenshot"; * }*/ public override void Action() { //take a screenshot and store it on disk System.DateTime now = System.DateTime.Now; TakeScreenshot(Camera.main, 3840, 2160, "screen_" + now.Year + "_" + now.Month + "_" + now.Day + "_" + now.Hour + "_" + now.Minute + "_" + now.Second + ".jpg"); TransitionManager.Start(TransitionManager.FadeIn, 1f, Color.white, null); }
private void gvOrders_CommandCellClick(object sender, EventArgs e) { var commandCell = (GridCommandCellElement)sender; var selectedRow = this.gvOrders.SelectedRows.FirstOrDefault(); if (selectedRow == null) { return; } var order = selectedRow.DataBoundItem as OrderDto; if (order == null) { return; } if (commandCell.ColumnInfo.Name == GlobalConstants.BuildOrderColumnName) { TransitionManager.LoadBuildOrderView(order); } else if (commandCell.ColumnInfo.Name == GlobalConstants.FinishOrderColumnName) { TransitionManager.LoadFinishOrderView(order); } else if (commandCell.ColumnInfo.Name == GlobalConstants.SendOrderColumnName) { TransitionManager.LoadSendOrderView(order); } }
private void QuickStartNavigation() { // Transition to navigation state mapState = MapState.NAVIGATION; cancelNavigationFab.Show(); // Show the InstructionView TransitionManager.BeginDelayedTransition(navigationLayout); instructionView.Visibility = ViewStates.Visible; AdjustMapPaddingForNavigation(); // Updates camera with last location before starting navigating, // making sure the route information is updated // by the time the initial camera tracking animation is fired off // Alternatively, NavigationMapboxMap#startCamera could be used here, // centering the map camera to the beginning of the provided route navigationMap.ResumeCamera(lastLocation); navigation.StartNavigation(route); AddEventToHistoryFile("start_navigation"); // Location updates will be received from ProgressChangeListener RemoveLocationEngineListener(); // TODO remove example usage navigationMap.ResetCameraPositionWith(NavigationCamera.NavigationTrackingModeGps); ICameraUpdate cameraUpdate = CameraOverheadUpdate(); if (cameraUpdate != null) { NavigationCameraUpdate navUpdate = new NavigationCameraUpdate(cameraUpdate); navigationMap.RetrieveCamera().Update(navUpdate); } }
private void OnCollisionEnter(Collision collision) { //If the door collides with the player. if (collision.gameObject.tag == "player") { //If there is no string to load a scene. if (loadName == "NONE" || loadName == "") { //Move the player to the location of the warpTo object TransitionManager manager = GameObject.FindGameObjectWithTag("tm").GetComponent <TransitionManager>(); manager.MovePlayerPosition(warpObject.transform.position, collision.gameObject); } else { warp = warpTo; Debug.Log(loadName); Debug.Log("LOAD SCENE"); //Load the specified scene using the transition manager TransitionManager manager = GameObject.FindGameObjectWithTag("tm").GetComponent <TransitionManager>(); manager.LoadScene(loadName); // warpObject = GameObject.Find(warp); // manager.MovePlayerPosition(warpObject.transform.position, collision.gameObject); } } }
// Start is called before the first frame update void Start() { transitionHolder = GameObject.Find("SceneManager"); manager = transitionHolder.GetComponent <TransitionManager>(); currentScene = SceneManager.GetActiveScene(); }
void Start() { cameraTransform = Camera.main.transform; mTransitionManager = FindObjectOfType <TransitionManager>(); GetComponent <Renderer>().material = nonFocusedMaterial; PiecesMaster = GameObject.Find("Logic").GetComponent <PiecesMaster>(); }
public async Task <Result> Handle(CloseApplicationCommand request, CancellationToken cancellationToken) { var application = await _context.Applications .Where(a => a.Id == request.ApplicationId) .Include(a => a.Transitions) .FirstOrDefaultAsync(cancellationToken); var transitionManager = new TransitionManager(application); transitionManager.Close(request.ResolutionType, request.EffectiveTime); if (!string.IsNullOrWhiteSpace(request.Description)) { application.AddNote(request.Description); } if (request.ResolutionType == ApplicationResolution.REJECTED) { application.RecordEmployerContact(request.EmployerNote, application.OrganizationName, "Re: Rejection", request.EffectiveTime); } else { _logger.LogWarning("An employer note was provided but the resolution was not 'rejected'. The note has not been persisted."); } await _context.SaveChangesAsync(cancellationToken); return(Result.Ok()); }
private void OnTransitioning(object sender, bool transitioning) { var container = Container; if (container == null) { return; } if (!transitioning) { return; } var trans = new TransitionSet(); trans.SetOrdering(TransitionOrdering.Together); trans.AddListener(new TransitionCompletion(this, container)); foreach (var t in BuildTransitions(_transition?.Element)) { trans.AddTransition(t); } TransitionManager.BeginDelayedTransition(container, trans); }
/********************* Level Management *********************/ public void StartLevel(Scene scene, LoadSceneMode mode) { if (TransitionManager.GetScreenTransition() != null) { TransitionManager.GetScreenTransition().StartTransitionIn(); } }
// Use this for initialization void Start () { manager = GameObject.Find("TransitionManager").GetComponent<TransitionManager>(); foreach (PressurePlate plate in all_plates) { plate.p2manager = this; } entered_sequence = new PressurePlate[sequence.Length]; }
// Start is called before the first frame update public override void Awake() { base.Awake(); player = FindObjectOfType <PlayerCharacter>(); transitions = TransitionManager.Instance; resets = ResetManager.Instance; sounds = AudioManager.Instance; inGameDialogs = InGameDialogManager.Instance; cutsceneDialogs = CutsceneDialogManager.Instance; Physics2D.gravity = new Vector2(0, -gravity); if (initialSpawn == null) { if (player != null) { transitions.RegisterSpawn("SCENE_START", GameObject.FindGameObjectWithTag("Player").transform.position, true); transitions.setCurrentSpawn("SCENE_START"); } } else { transitions.setCurrentSpawn(initialSpawn.name); } transitions.setCurrentScene(SceneManager.GetActiveScene().name); }
public IEnumerator Play() { TransitionManager transitionManager = TransitionManager.Instance; // Set color transitionManager.Material.color = color; // Load level transitionManager.LoadLevelAsync(); // Fade out yield return(transitionManager.TickMaterialProgress(duration)); // transitionManager.Material.mainTexture = TextureHelper.GetTransparentPixel(); if (!transitionManager.IsLevelLoaded()) { // Wait for level loaded yield return(transitionManager.WaitForLevelToLoad()); } // Fade in yield return(transitionManager.TickMaterialProgress(duration, true)); }
void Load() { gameEventManager = new GameEventManager(); uiManager = new UIManager(); transitionManager = SetupTransitionManager(); saveData = new SaveData(); }
public override void OnInitialize() { OnInitInterface += new Func <bool>(() => { Resource.ResourceGroupList.Create(); GroupTraveller.Create(); RendererContainor.Create(); VcamList.Create(); RendererContainor.Create(); GroupTraveller.Create(); OutputBuffer.Create(); ResourceDisplayList.Create(); TransitionManager.Create(); return(true); }); //OnLoadResouce += new Func<bool>(() => { // return true; //}); OnSetUpRenderer += new Func <bool>(() => { return(true); }); OnLoadDevice += new Func <bool>(() => { VcamList.Instance.LoadConfig(); OutputBuffer.Instance.InitFromConfig(); ResourceDisplayList.Instance.InitProcess(); GroupTraveller.Instance.OnInit(); return(true); }); }
void Start() { cameraTransform = Camera.main.transform; mTransitionManager = FindObjectOfType <TransitionManager>(); if (start != null) { m_Collider = start.GetComponent <Collider>(); } //Check that the second GameObject exists in the Inspector and fetch the Collider if (ownObject != null) { m_Collider2 = ownObject.GetComponent <Collider>(); } if (quit != null) { m_Collider3 = quit.GetComponent <Collider>(); } if (intruc != null) { m_Collider4 = intruc.GetComponent <Collider>(); } }
//ゲームの開始、終了、ロード時などのクリア処理 void ClearSub(bool isStopSound) { Page.Clear(); SelectionManager.Clear(); BacklogManager.Clear(); GraphicManager.Clear(); if (TransitionManager != null) { TransitionManager.Clear(); } if (UiManager != null) { UiManager.Close(); } ClearCustomCommand(); ScenarioPlayer.Clear(); if (isStopSound && SoundManager != null) { SoundManager.StopBgm(); SoundManager.StopAmbience(); } if (MessageWindowManager == null) { Debug.LogError("MessageWindowManager is Missing"); } SaveManager.GetVersionUpSaveIoListCreateIfMissing(this).ForEach(x => x.OnClear()); SaveManager.CustomSaveDataIOList.ForEach(x => x.OnClear()); OnClear.Invoke(this); }
void Start() { cameraTransform = Camera.main.transform; mTransitionManager = FindObjectOfType <TransitionManager>(); mReticle = FindObjectOfType <Reticle>(); GetComponent <Renderer>().material = nonFocusedMaterial; }
void Start() { guiManager = dontDestroy.currentGameManager.GetComponent <GUIManager>(); tranManager = dontDestroy.currentGameManager.GetComponent <TransitionManager>(); invManager = dontDestroy.currentGameManager.GetComponent <InventoryManagerNew>(); areaManager = dontDestroy.currentGameManager.GetComponent <AreaManager>(); }
private void Start() { playerLife = FindObjectOfType <PlayerLife>(); playerController = FindObjectOfType <PlayerController>(); transitionManager = FindObjectOfType <TransitionManager>(); boardCreator = FindObjectOfType <BoardCreator>(); }
void ITriggerListener.onTriggerEnter(Collider other, Collider self) { TransitionCollider tc = (TransitionCollider)other; TransitionManager.changeScenes(tc.destination, tc.location); Debug.log("triggerEnter: {0}", other.entity.name); }
public void selectScene(View view) { switch (view.Id) { case Resource.Id.scene1: mTransitionManager.TransitionTo(mScene1); break; case Resource.Id.scene2: mTransitionManager.TransitionTo(mScene2); break; case Resource.Id.scene3: mTransitionManager.TransitionTo(mScene3); break; case Resource.Id.scene4: // scene4 is not an actual 'Scene', but rather a dynamic change in the UI, // transitioned to using beginDelayedTransition() to tell the TransitionManager // to get ready to run a transition at the next frame TransitionManager.BeginDelayedTransition(mSceneRoot); SetNewSize(Resource.Id.view1, 150, 25); SetNewSize(Resource.Id.view2, 150, 25); SetNewSize(Resource.Id.view3, 150, 25); SetNewSize(Resource.Id.view4, 150, 25); break; } }
private void AnimateTagsLayout(bool openTags) { TransitionManager.BeginDelayedTransition(_rootLayout); _localTagsList.Visibility = _tagsListContainer.Visibility = openTags ? ViewStates.Visible : ViewStates.Gone; _photosContainer.Visibility = _titleContainer.Visibility = _descriptionContainer.Visibility = _tagsFlow.Visibility = _postBtnContainer.Visibility = openTags ? ViewStates.Gone : ViewStates.Visible; }
private void gvBatches_CommandCellClick(object sender, EventArgs e) { var commandCell = (GridCommandCellElement)sender; var selectedRow = this.gvBatches.SelectedRows.FirstOrDefault(); if (selectedRow == null) { return; } var batch = selectedRow.DataBoundItem as BatchDto; if (batch == null) { return; } if (commandCell.ColumnInfo.Name == GlobalConstants.SelectColumnName) { _stateController.CurrentSelectedBatch = batch; TransitionManager.LoadBatchManagerView(); } }
private TransitionManager() { instance = this; screenFadeScene = GD.Load <PackedScene>("res://scripts/gui/Fade.tscn"); cutsceneScene = GD.Load <PackedScene>("res://scripts/gui/Cutscene.tscn"); }
private void btnSendOrder_Click(object sender, EventArgs e) { this.FormErrorProvider.Clear(); if (ucDriverSelection.SelectedDriver == null) { this.FormErrorProvider.SetError(ucDriverSelection, "El campo conductor es requerido"); return; } if (ucTruckSelection.SelectedTruck == null) { this.FormErrorProvider.SetError(ucTruckSelection, "El campo camión es requerido"); return; } _messageBoxDisplayService.ShowConfirmationDialog("Esta seguro que desea enviar este pedido?", "Armar Pedido", () => { using (var service = _serviceFactory.Create <IOrderService>()) { service.SendOrder(Order.Id, ucDriverSelection.SelectedDriver.Id, ucTruckSelection.SelectedTruck.Id); TransitionManager.LoadOrdersManagerView(); } }); }
public static void SetupAutoSceneTransition(ViewGroup root) { if (Android.OS.Build.VERSION.SdkInt >= Android.OS.BuildVersionCodes.Kitkat) { TransitionManager.BeginDelayedTransition(root); } }
void Start() { mTransitionManager = FindObjectOfType<TransitionManager>(); mTriggered = false; mFocusedTime = 0; Focused = false; GetComponent<Renderer>().material = nonFocusedMaterial; }
void Start() { _Fader = (Fader) GameObject.FindObjectOfType(typeof(Fader)); _Maestro = Maestro.DetectLastInstance(); _TransitionManager = TransitionManager.Instance; _Maestro.FadeIn(); }
void Awake() { if (instance != null && instance != this) { isSetToDestroy = true; Destroy(gameObject); } else { instance = this; } eventRegistery = GetComponentInChildren<EventRegistery>(); saveFile = GetComponentInChildren<SaveFile>(); systemFile = GetComponentInChildren<SystemFile>(); dataFile = GetComponentInChildren<DataFile>(); transitionery = GetComponentInChildren<TransitionManager>(); view = GetComponentInChildren<GlobalView>(); }
// Use this for initialization void Start () { animator = GetComponent<Animator>(); manager = GameObject.Find("TransitionManager").GetComponent<TransitionManager>(); firstBell.manager = this; firstBell.bellId = 1; secondBell.manager = this; secondBell.bellId = 2; thridBell.manager = this; thridBell.bellId = 3; for(int index=0; index < other_bells.Length; index++){ other_bells[index].bellId = index+4; other_bells[index].manager = this; } }
private TransitionManager SetSlideFadeTransitionManager() { var transiton = new Transition(); transiton.Control = OwnerControl; var slideFadeTransition1 = new SlideFadeTransition(); slideFadeTransition1.Parameters.Background = Color.Empty; slideFadeTransition1.Parameters.EffectOptions = PushEffectOptions.FromLeft; slideFadeTransition1.Parameters.FrameInterval = 1000; slideFadeTransition1.Parameters.FrameCount = 4000; transiton.TransitionType = slideFadeTransition1; var manager = new TransitionManager(); manager.Transitions.Add(transiton); return manager; }
// Use this for initialization void Awake() { this.resourceManager = this.GetComponent<ResourceManager> (); this.transitionManager = this.GetComponent<TransitionManager> (); this.soundManager = this.GetComponent<SoundManager> (); this.StateTransitionTable = new Dictionary<StateEnum, GameObject> (); if (States.Length == 0) Debug.LogError ("ルートステート登録されてないっす"); //初期化状態を生成. currentTask = myInstantiate (States [0]); foreach (GameObject obj in States) { State _state = obj.GetComponent<State> (); StateTransitionTable.Add (_state.StateType,obj); } }
void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(this); } else { if (this != instance) { Destroy(this.gameObject); } } inTransition = false; transitionTime = 0.0f; anim = GetComponent<Animator>(); }
protected override void OnCreate (Bundle bundle) { base.OnCreate (bundle); SetContentView (Resource.Layout.transition); mSceneRoot = FindViewById <ViewGroup> (Resource.Id.sceneRoot); var inflater = TransitionInflater.From (this); // Note that this is not the only way to create a Scene object, but that // loading them from layout resources cooperates with the // TransitionManager that we are also loading from resources, and which // uses the same layout resource files to determine the scenes to transition // from/to. mScene1 = Scene.GetSceneForLayout (mSceneRoot, Resource.Layout.transition_scene1, this); mScene2 = Scene.GetSceneForLayout (mSceneRoot, Resource.Layout.transition_scene2, this); mScene3 = Scene.GetSceneForLayout (mSceneRoot, Resource.Layout.transition_scene3, this); mTransitionManager = inflater.InflateTransitionManager (Resource.Transition.transitions_mgr, mSceneRoot); }
void OnDestroy() { if (Instance == this) Instance = null; }
void Awake() { if(instance == null) instance = this; else if(instance != this) Destroy(gameObject); anim = GetComponent<Animator>(); }
void Awake() { if (Instance == null) Instance = this; }
public void Start() { _maestro = Maestro.DetectLastInstance(); _ambassador = Ambassador.Instance; _transition = TransitionManager.Instance; }
// Use this for initialization void Start () { manager = GameObject.Find("TransitionManager").GetComponent<TransitionManager>(); }
public void Start() { _sceneChange = TransitionManager.Instance; }
void Awake() { // This test is here to prevent problems if // by mistake one puts the script in more than one scene if (instance != null && instance != this) { Destroy(this); return; } instance = this; DontDestroyOnLoad(this); loadingProgress = 0; }