// 更新 public void StateUpdate() { // 是否加载完成 if (async != null && !async.isDone) { m_transitionScene.Progress(async.progress); return; } // 通知新的State开始 if (m_bRunBegin == false && m_State != null) { if (async != null && async.isDone) { m_transitionScene.StateEnd(); async = null; } m_State.StateBegin(); m_bRunBegin = true; } if (m_bRunBegin = true && m_State != null) { m_State.StateUpdate(); } }
//更新 public void StateUpdate() { //加载中就直接跳出 if (A != null) { if (A.isDone && A.progress < 0.8f) { return; } } //通知新的State开始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
// Update is called once per frame void Update() { if (actstate != null) { actstate.StateUpdate(); Debug.Log(actstate + "実行中"); } }
internal void StateUpdate() { if (loadSceneOperation == null || !loadSceneOperation.isDone) { return; } if (!isBegin) { sceneState.StateBegin(); isBegin = true; } sceneState.StateUpdate(); }
public void StateUpdate() { if (Application.isLoadingLevel) { return; } if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State == null) { m_State.StateUpdate(); } }
public void StateUpdate() { if (mAO != null && mAO.isDone != true) { return; } if (mIsRunedStart == false && mAO != null && mAO.isDone) { mState.StateStart(); mIsRunedStart = true; } if (mState != null) { mState.StateUpdate(); } }
public void StateUpdate() { if (m_AO != null && !m_AO.isDone) { return; } if (!isRunStart && m_AO != null && m_AO.isDone) { state.StateStart(); isRunStart = true; } if (state != null) { state.StateUpdate(); } }
public void StateUpdate() { if (_async != null && _async.isDone == false) { return; //场景正在切换 } if (_isStart == false && _async != null && _async.isDone == true) { _state.StateStart(); _isStart = true; } if (_state != null) { _state.StateUpdate(); } }
} //设置场景状态,加载场景,清理上一个场景等操作 public void StateUpdate() { if (mAO != null && mAO.isDone == false) { return; //当前场景正在加载但是没有完成,直接返回 } if (mIsRunStart == false && mAO != null && mAO.isDone == true) //同样判断当前场景是否加载完,但是需要跳过初始场景 { mState.StateStart(); mIsRunStart = true; } if (mState != null) { mState.StateUpdate(); } } //更新场景,当场景加载完毕时,启动初始化方法,初始化场景
public void StateUpdate() { if (mStateAO != null && mStateAO.isDone == false) { return; } if (mIsRunStart == false && mStateAO != null && mStateAO.isDone == true) { mISceneState.StateStart(); mIsRunStart = true; } if (mISceneState != null) { mISceneState.StateUpdate(); } }
public void StateUpdate() { //当场景还在加载时,不执行StateUpdate() if (mAO != null && mAO.isDone == false) { return; } if (mAO != null && mAO.isDone == true && !mIsRunStart) { mState.StateStart(); mIsRunStart = true; } if (mState != null) { mState.StateUpdate(); } }
public void StateUpdate() { if (m_Ao != null && m_Ao.isDone == false) { Debug.Log("正在加载场景"); return; } if (m_Ao != null && m_Ao.isDone == true && m_IsRunStart == false) { m_State.StateStart(); m_IsRunStart = true; } if (m_State != null) { m_State.StateUpdate(); } }
// 更新 public void StateUpdate() { // 是否还在载入 if (m_Async != null && m_Async.isDone) { m_Async = null; // 通知新的State开始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } } }
public void StateUpdate() { if (sceneAsync != null && !sceneAsync.isDone) { return; } //else // sceneAsync.allowSceneActivation = true; if (sceneState != null && runBegin == false) { sceneState.StateBegin(); runBegin = true; } if (sceneState != null) { sceneState.StateUpdate(); } }
/// <summary> /// 更新 /// </summary> public void StateUpdate() { if (operation != null && operation.isDone == false) { return; } if (operation != null) { if (operation.isDone && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } } if (m_State != null) { m_State.StateUpdate(); } }
public void StateUpdate() { //Is loading... if (m_nowAsycOperation != null && !m_nowAsycOperation.isDone) { return; } //let new scene start if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// 状态更新 /// </summary> public void StateUpdate() { // 是否在加载中 if (SceneInfoManager.isLoadingLevel) { return; } // 通知新的State开始 (每一个换到一个新场景,之后就跑一次) if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
public void StateUpdate() { // if still loading level if (Application.isLoadingLevel) { return; } // Start new State if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
// 更新 public void StateUpdate() { // 是否還在載入 if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().isLoaded == false) { return; } // 通知新的State開始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// 状态更新 /// </summary> public void StateUpdate() { //是否还在载入 if (Application.isLoadingLevel) { return; } // 通知新的State開始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { //调用状态的状态更新 m_State.StateUpdate(); } }
/// <summary> /// 状态更新 /// </summary> public void StateUpdate() { // 正在切换场景 if (mAO != null && !mAO.isDone) { return; } // 场景是否加载完成 if (mAO != null && mAO.isDone && !mIsRunStartState) { // 设置开始状态 mSceneState.StateStart(); mIsRunStartState = true; } // 设置状态更新 if (mSceneState != null) { mSceneState.StateUpdate(); } }
/// <summary> /// 更新 /// </summary> public void StateUpdate() { // 是否還在載入 if (!SceneManager.GetActiveScene().isLoaded) { Debug.Log("還在載入: " + SceneManager.GetActiveScene().name); return; } // 通知新的State開始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
public void UpdateState() { //场景加载ing,直接返回 if (m_AO != null && !m_AO.isDone) { return; } //场景加载完毕,直接切换场景 if (m_AO != null && m_AO.isDone && !m_IsRunState) { m_SceneState.StateStart(); m_IsRunState = true; } //场景运行中 if (m_SceneState != null) { m_SceneState.StateUpdate(); } }
//------------------------------------------------------ //状态的更新 public void StateUpdate() { //如果场景未加载完毕则返回 if (_async != null && !_async.isDone) { return; } //首次运行 if (_mstate != null && _mRunBegin == false) { _mRunBegin = true; _mstate.StateStart(); } //不断更新 if (_mstate != null) { _mstate.StateUpdate(); } }
public void StartUpdate() { // 如果场景还没加载完 说明目前场景属于过度阶段 则不需要进行更新 直接return if (mAO != null && mAO.isDone == false) { return; } // 如果场景刚刚加载完 将mAO置空 执行 StateStart() 事件 if (mAO != null && mAO.isDone == true) { mAO = null; mState.StateStart(); } // 如果目前 mState 不为空 执行 StateUpdate() if (mState != null) { mState.StateUpdate(); } }
// 更新 public void StateUpdate() { //是否還在載入 if (!asyncOperation.isDone) { return; } // 通知新的State開始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// 更新 /// </summary> public void StateUpdate() { //Debug.Log(asyncOperation.progress); //场景是否加载完成 if (asyncOperation != null && !asyncOperation.isDone) { return; } //通知新的State开始 if (m_State != null && m_bRunBegin == false) { m_bRunBegin = true; m_State.StateBegin(); } //更新 if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// 更新 /// </summary> public void StateUpdate() { //场景是否还在加载 if (m_AsyncOperation != null) { if (!m_AsyncOperation.isDone) { return; } } //通知新的State开始 if (m_State != null && m_bRunBegin == false) { m_State.StateBegin(); m_bRunBegin = true; } if (m_State != null) { m_State.StateUpdate(); } }
/// <summary> /// Start跟Update在這裡運作 /// </summary> public void StateUpdate() { //Debug.Log(asyn); //是否載入場景 if (asyn != null) { if (asyn.progress < 1) { return; } } //通知新的State開始 if (m_SceneState != null && m_bRunBegin == false) { m_SceneState.StateBegin(); m_bRunBegin = true; } if (m_SceneState != null) { m_SceneState.StateUpdate(); } }