Inheritance: MonoBehaviour
コード例 #1
0
        public void GameOver()
        {
            TransitionManager tM = ManagerProvider.GetManager <TransitionManager>();

            tM.LoadSceneAdditiveAsync("GameOver");
            _gameOver = true;
        }
コード例 #2
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    private void Awake()
    {
        DontDestroyOnLoad(this);
        _Instance = this;

        BuildCanvas();
    }
コード例 #3
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 private void Awake()
 {
     if (_instance == null)
     {
         _instance = this;
     }
 }
コード例 #4
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 private void Awake()
 {
     timeElapsed    = 0;
     Instance       = this;
     renderer.color = new Color(baseColor.r, baseColor.g, baseColor.b, 1);
     onComplete     = new UnityEvent();
 }
コード例 #5
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    private TransitionManager()
    {
        instance = this;

        screenFadeScene = GD.Load <PackedScene>("res://src/gui_common/ScreenFade.tscn");
        cutsceneScene   = GD.Load <PackedScene>("res://src/gui_common/Cutscene.tscn");
    }
コード例 #6
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 /*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);
 }
コード例 #7
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        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);
            }
        }
コード例 #8
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        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);
            }
        }
コード例 #9
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ファイル: Door.cs プロジェクト: Gman0808/Gabes-House
    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);
            }
        }
    }
コード例 #10
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    // Start is called before the first frame update
    void Start()
    {
        transitionHolder = GameObject.Find("SceneManager");
        manager          = transitionHolder.GetComponent <TransitionManager>();

        currentScene = SceneManager.GetActiveScene();
    }
コード例 #11
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 void Start()
 {
     cameraTransform    = Camera.main.transform;
     mTransitionManager = FindObjectOfType <TransitionManager>();
     GetComponent <Renderer>().material = nonFocusedMaterial;
     PiecesMaster = GameObject.Find("Logic").GetComponent <PiecesMaster>();
 }
コード例 #12
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        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());
        }
コード例 #13
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        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);
        }
コード例 #14
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ファイル: GameController.cs プロジェクト: jc429/Reaper
    /********************* Level Management *********************/

    public void StartLevel(Scene scene, LoadSceneMode mode)
    {
        if (TransitionManager.GetScreenTransition() != null)
        {
            TransitionManager.GetScreenTransition().StartTransitionIn();
        }
    }
コード例 #15
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 // 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];
 }
コード例 #16
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ファイル: GameManager.cs プロジェクト: hiltonjp/journey_old
        // 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);
        }
コード例 #17
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    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));
    }
コード例 #18
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 void Load()
 {
     gameEventManager  = new GameEventManager();
     uiManager         = new UIManager();
     transitionManager = SetupTransitionManager();
     saveData          = new SaveData();
 }
コード例 #19
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    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);
        });
    }
コード例 #20
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    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>();
        }
    }
コード例 #21
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        //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);
        }
コード例 #22
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 void Start()
 {
     cameraTransform    = Camera.main.transform;
     mTransitionManager = FindObjectOfType <TransitionManager>();
     mReticle           = FindObjectOfType <Reticle>();
     GetComponent <Renderer>().material = nonFocusedMaterial;
 }
コード例 #23
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 void Start()
 {
     guiManager  = dontDestroy.currentGameManager.GetComponent <GUIManager>();
     tranManager = dontDestroy.currentGameManager.GetComponent <TransitionManager>();
     invManager  = dontDestroy.currentGameManager.GetComponent <InventoryManagerNew>();
     areaManager = dontDestroy.currentGameManager.GetComponent <AreaManager>();
 }
コード例 #24
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 private void Start()
 {
     playerLife        = FindObjectOfType <PlayerLife>();
     playerController  = FindObjectOfType <PlayerController>();
     transitionManager = FindObjectOfType <TransitionManager>();
     boardCreator      = FindObjectOfType <BoardCreator>();
 }
コード例 #25
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        void ITriggerListener.onTriggerEnter(Collider other, Collider self)
        {
            TransitionCollider tc = (TransitionCollider)other;

            TransitionManager.changeScenes(tc.destination, tc.location);
            Debug.log("triggerEnter: {0}", other.entity.name);
        }
コード例 #26
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        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;
            }
        }
コード例 #27
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 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;
 }
コード例 #28
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        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();
            }
        }
コード例 #29
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    private TransitionManager()
    {
        instance = this;

        screenFadeScene = GD.Load <PackedScene>("res://scripts/gui/Fade.tscn");
        cutsceneScene   = GD.Load <PackedScene>("res://scripts/gui/Cutscene.tscn");
    }
コード例 #30
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        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();
                }
            });
        }
コード例 #31
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ファイル: AnimationExtensions.cs プロジェクト: wenlz/Moyeu
 public static void SetupAutoSceneTransition(ViewGroup root)
 {
     if (Android.OS.Build.VERSION.SdkInt >= Android.OS.BuildVersionCodes.Kitkat)
     {
         TransitionManager.BeginDelayedTransition(root);
     }
 }
コード例 #32
0
ファイル: ViewTrigger.cs プロジェクト: Vwing/GGJ2016
 void Start()
 {
     mTransitionManager = FindObjectOfType<TransitionManager>();
     mTriggered = false;
     mFocusedTime = 0;
     Focused = false;
     GetComponent<Renderer>().material = nonFocusedMaterial;
 }
コード例 #33
0
    void Start()
    {
        _Fader = (Fader) GameObject.FindObjectOfType(typeof(Fader));
        _Maestro = Maestro.DetectLastInstance();
        _TransitionManager = TransitionManager.Instance;

        _Maestro.FadeIn();
    }
コード例 #34
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    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>();
    }
コード例 #35
0
ファイル: BellsManager.cs プロジェクト: GSMProductions/ggj16
    // 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;
       }
	}
コード例 #36
0
ファイル: AppView.cs プロジェクト: konzuk/LoanProjectSQL
        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;
        }
コード例 #37
0
ファイル: StateManager.cs プロジェクト: MasatomoSegawa/Life30
    // 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);
        }
    }
コード例 #38
0
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
            DontDestroyOnLoad(this);
        }
        else
        {
            if (this != instance)
            {
                Destroy(this.gameObject);
            }
        }

        inTransition = false;
        transitionTime = 0.0f;
        anim = GetComponent<Animator>();
    }
コード例 #39
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		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);
		}
コード例 #40
0
	void OnDestroy() {
		if (Instance == this)
			Instance = null;
	}
コード例 #41
0
ファイル: TransitionManager.cs プロジェクト: watapax/guido
    void Awake()
    {
        if(instance == null) instance = this; else if(instance != this) Destroy(gameObject);

        anim = GetComponent<Animator>();
    }
コード例 #42
0
	void Awake() {
		if (Instance == null)
			Instance = this;
	}
コード例 #43
0
 public void Start()
 {
     _maestro = Maestro.DetectLastInstance();
     _ambassador = Ambassador.Instance;
     _transition = TransitionManager.Instance;
 }
コード例 #44
0
	// Use this for initialization
	void Start () {
	   manager = GameObject.Find("TransitionManager").GetComponent<TransitionManager>();
	}
コード例 #45
0
ファイル: Door.cs プロジェクト: nicodeceulaer/HerosJourney
 public void Start()
 {
     _sceneChange = TransitionManager.Instance;
 }
コード例 #46
0
 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;
 }