private void Init(UITexture ui_tex, float fov, LOADER_TYPE loader_type = LOADER_TYPE.ITEM) { //IL_0071: Unknown result type (might be due to invalid IL or missing references) //IL_008c: Unknown result type (might be due to invalid IL or missing references) //IL_00a7: Unknown result type (might be due to invalid IL or missing references) //IL_00c2: Unknown result type (might be due to invalid IL or missing references) if (model == null) { uiTexture = ui_tex; uiRenderTexture = UIRenderTexture.Get(ui_tex, fov, false, -1); model = Utility.CreateGameObject("UIModel", uiRenderTexture.modelTransform, uiRenderTexture.renderLayer); switch (loader_type) { case LOADER_TYPE.PLAYER: playerLoader = model.get_gameObject().AddComponent <PlayerLoader>(); break; case LOADER_TYPE.NPC: npcLoader = model.get_gameObject().AddComponent <NPCLoader>(); break; case LOADER_TYPE.ITEM: itemLoader = model.get_gameObject().AddComponent <ItemLoader>(); break; case LOADER_TYPE.ENEMY: enemyLoader = model.get_gameObject().AddComponent <EnemyLoader>(); break; } modelLayer = uiRenderTexture.renderLayer; } }
/// <summary> /// Load next scene set it up for the current experience. /// </summary> /// <param name="loaderToUse">Loader to use.</param> public void LoadNextScene(LOADER_TYPE loaderToUse = LOADER_TYPE.UNITY) { if (sceneToPlay < sceneNames.Length) { // if (verbose) Debug.Log("tryint to load " + sceneNames[sceneToPlay]); string name = sceneNames[sceneToPlay]; if (verbose) { SouthernForge.Utils.Logger.Instance.Log("trying to load " + name, classTag); } NotifySceneTransition(); switch (loaderToUse) { case LOADER_TYPE.UNITY: UnityEngine.SceneManagement.SceneManager.LoadScene(name); break; case LOADER_TYPE.VIVE: throw new Exception("Not implemented yet. We broke the dependency from steamvr at this point"); // SteamVR_LoadLevel.Begin(name, true, 1.0f); // UnityEngine.SceneManagement.SceneManager.LoadScene(name); break; case LOADER_TYPE.PHOTON: throw new Exception("Not implemented yet. We broke the dependency from photon at this point"); // Photon.Pun.PhotonNetwork.LoadLevel(name); break; } // NOTE: since this is a don't destryable gameObject, this part of the code gets also executed even after loading the next scence. sceneToPlay++; } }