예제 #1
0
        private IEnumerator TransitionCoroutine(
            GameScenes nextScene,
            SceneDataPack data,
            GameScenes[] additiveLoadScenes,
            bool autoMove
            )
        {
            ToMoveFlag.Value       = autoMove;
            _isTransitioning.Value = true;
            while (transitionComponent == null)
            {
                yield return(new WaitForSeconds(0.2f));

                transitionComponent.threshold = 0;
            }
            //タッチイベントを吸収させる
            image.raycastTarget      = true;
            transitionComponent.flip = false;
            transitionComponent.Play();
            yield return(onTransactionFinishedInternal.FirstOrDefault().StartAsCoroutine());

            transitionComponent.threshold = 1;

            SceneLoader.PreviousSceneData = data;

            //シーン遷移
            yield return(SceneManager.LoadSceneAsync(nextScene.ToString(), LoadSceneMode.Single));

            //追加シーンがある場合は一緒に読み込む
            if (additiveLoadScenes != null)
            {
                yield return(additiveLoadScenes.Select(scene =>
                                                       SceneManager.LoadSceneAsync(scene.ToString(), LoadSceneMode.Additive)
                                                       .ObserveEveryValueChanged(x => x.isDone)
                                                       .FirstOrDefault(x => x)
                                                       ).WhenAll().StartAsCoroutine());
            }
            Resources.UnloadUnusedAssets();
            GC.Collect();

            onAllSceneLoaded.OnNext(Unit.Default);
            if (!autoMove)
            {
                //自動遷移しないなら待機
                yield return(ToMoveFlag.FirstOrDefault(x => x).StartAsCoroutine());
            }
            ToMoveFlag.Value = false;

            //反転
            transitionComponent.Play();
            yield return(onTransactionFinishedInternal.FirstOrDefault().StartAsCoroutine());

            image.raycastTarget           = false;
            transitionComponent.threshold = 0;
            onTransitionAnimationFinishedSubject.OnNext(Unit.Default);
            _isTransitioning.Value = false;
        }
        /// <summary>
        /// Transition coroutine.
        /// </summary>
        /// <returns>The coroutine.</returns>
        /// <param name="nextScene">Next scene.</param>
        /// <param name="sceneData">Scene data.</param>
        /// <param name="additiveLoadScenes">Additive load scenes.</param>
        /// <param name="autoTransition">If set to <c>true</c> auto transition.</param>
        private IEnumerator TransitionCoroutine(
            EScenes nextScene,
            SceneDataPackBase sceneData,
            EScenes[] additiveLoadScenes,
            bool autoTransition
            )
        {
            isRunning = true;

            CanEndTransition.Value = autoTransition;

            if (fade == null)
            {
                Initialize();
                yield return(null);
            }

            // Start transition.
            fade.FadeIn(1.0f);

            // Wait for transition animation.
            yield return(onTransitionFinishedInternal.FirstOrDefault().ToYieldInstruction());

            // Set data what gave by previous scene.
            SceneLoader.PreviousSceneData = sceneData;

            // Load main scene as single scene.
            yield return(SceneManager.LoadSceneAsync(nextScene.ToString(), LoadSceneMode.Single));

            // Load sub scenes.
            if (additiveLoadScenes != null)
            {
                yield return(additiveLoadScenes.Select(scene =>
                                                       SceneManager.LoadSceneAsync((int)scene, LoadSceneMode.Additive)
                                                       .AsObservable()).WhenAll().ToYieldInstruction());
            }
            yield return(null);

            // Release unused assets memories.
            Resources.UnloadUnusedAssets();
            GC.Collect();

            yield return(null);

            // Set current scene.
            currentGameScene = nextScene;

            // Publish notification of scene loaded.
            onAllSceneLoaded.OnNext(Unit.Default);

            if (!autoTransition)
            {
                // Wait for OpenLoadedNextScene function.
                yield return(CanEndTransition.FirstOrDefault(x => x).ToYieldInstruction());
            }

            CanEndTransition.Value = false;


            // Start fadeout animation.
            fade.FadeOut(1.0f);

            // Wait for completed to open fade.
            yield return(onTransitionFinishedInternal.FirstOrDefault().ToYieldInstruction());

            // Publish notification of finished scene transition.
            onTransitionAnimationFinishedSubject.OnNext(Unit.Default);

            isRunning = false;
        }