// Start is called before the first frame update void Start() { GameObject gameManager = GameObject.Find("GameManager"); sceneHistory = gameManager.GetComponent <SceneHistory>(); sceneHistory.LoadScene(sceneToLoad); }
protected override void Awake() { base.Awake(); if (Application.isPlaying) { onClick.AddListener(() => SceneHistory.LoadScene(RythmGameSettings.GameMode.gameScene)); } }
// Start is called before the first frame update void Awake() { Scene currentScene = SceneManager.GetActiveScene(); string sceneName = currentScene.name; // Call the LevelManager and set the last level. SceneHistory.setLastLevel(sceneName); }
public SceneHistoryDrawer() : base() { _history = new SceneHistory(); _history.Load(); _channel = EditorPreferenceHandler.GetChannel(this, CLASS_NAME); _restoreOnStop = _channel.GetBool(RESTORE_VAR); _textCol1 = GUILayout.Width(100); }
//! Handle the Singleton object void Awake() { if (scene_history == null) { DontDestroyOnLoad(gameObject); scene_history = this; } else if (scene_history != this) { Destroy(gameObject); } }
public static void LoadPreviousScene() { if (SceneHistory.Count < 2) { Debug.LogWarning("No scene to return to"); return; } CallSceneChanging(); SceneHistory.Pop(); SceneManager.LoadScene(CurrentScene); }
private void Start() { DontDestroyOnLoad(gameObject); apps = FindObjectOfType <AppMessage>(); users = FindObjectOfType <DB_User>(); products = FindObjectOfType <DB_Product>(); countries = FindObjectOfType <DB_Country>(); product_groups = FindObjectOfType <DB_ProductGroup>(); scene_history = FindObjectOfType <SceneHistory>(); scene = SceneManager.GetActiveScene(); Initialized(); }
/// <summary> /// Update the StoryBoard. /// </summary> /// <param name="dt">The delta time.</param> /// <param name="input">The input item if any.</param> public static bool Update(TimeSpan dt, GenericMessage message) { // The STORYBOARD should only response to Low Level Game Events like SceneSwitch if (message is Message_SceneSwitch) { if (null != CurrentScene.mp) { CurrentScene.mp.Pause(); CurrentScene.mp.PlaybackSession.Position = TimeSpan.Zero; } Message_SceneSwitch mss = message as Message_SceneSwitch; // find the scene if (SceneDictionary.ContainsKey(mss.TargetScene)) { // push the scene on to the history SceneHistory.Push(CurrentScene); // switch and kill the message CurrentScene = SceneDictionary[mss.TargetScene]; CurrentScene.Reset(); if (AudioManager.AudioDictionary.TryGetValue(mss.TargetScene, out CurrentScene.mp)) { CurrentScene.mp.Play(); } } return(true); } else if (message is Message_GoBack) { // check to see if the history list is empty if (SceneHistory.Count == 0) { //Do nothing } else { // Pop the scene from the history list and set it as the current scene CurrentScene = SceneHistory.Pop(); CurrentScene.Reset(); } return(true); } return(false); }
private void Update() { if (voteIsRunning && Time.time > timeVoteStarted + defaultVoteTime) { voteIsRunning = false; TwitchClient.Instance.OnMessageReceived -= VoteHandler; int winnerID = 0; for (int i = 1; i < songVotes.Length; ++i) { if (songVotes[i] > songVotes[winnerID]) { winnerID = i; } } float winnerDifficulty = (float)difficultyCumulatedVotes / votesCount; TwitchClient.Instance.SendMessage("Vote has ended, thanks for your participation !"); TwitchClient.Instance.SendMessage($"Song {choices[winnerID].Id} with difficulty {System.Math.Round(winnerDifficulty, 1)} have been choosen !"); NotificationManager.Instance.PushNotification("Vote has ended", Color.white, Color.blue); RythmGameSettings.BeatmapToLoad = choices[winnerID].Song.BeatmapContainer; RythmGameSettings.Difficulty = winnerDifficulty; SceneHistory.LoadScene("TwitchMode"); } if (voteIsRunning) { for (int i = 0; i < choices.Length; ++i) { if (Input.GetKeyDown(KeyCode.A + i)) { songVotes[i]++; difficultyCumulatedVotes += Random.Range(1, 5); votesCount++; Debug.Log(difficultyCumulatedVotes / (float)votesCount); } } if (votesCount != 0) { for (int i = 0; i < choices.Length; ++i) { choices[i].Percentage = (float)songVotes[i] / votesCount; } DifficultyCursor.Difficulty = (float)difficultyCumulatedVotes / votesCount; } } }
private void Awake() { if (instance != null) { if (instance == this) { Destroy(this); } } else { instance = this; DontDestroyOnLoad(this); } }
static void ShowMenu() { GenericMenu menu = new GenericMenu(); var sceneGuids = SceneHistory.GetResentSceneGuids(); foreach (var sceneGuid in sceneGuids) { var path = AssetDatabase.GUIDToAssetPath(sceneGuid); var filename = Path.GetFileName(path); var content = new GUIContent(filename); menu.AddItem(content, false, OpenScene, path); } menu.DropDown(new Rect(200, 200, 1, 1)); }
public static void Update() { var stopwatch = new Stopwatch(); stopwatch.Start(); var oldNodes = _nodes; var newScenes = ZetaDia.Scenes.Where(s => s.Mesh.Zone != null).ToList(); int minEdgeLength = (int)Math.Ceiling(newScenes.Min(s => Math.Min(s.Mesh.Zone.ZoneMax.X - s.Mesh.Zone.ZoneMin.X, s.Mesh.Zone.ZoneMax.Y - s.Mesh.Zone.ZoneMin.Y))); int halfEdgeLength = minEdgeLength / 2; var nodes = new List <DungeonNode>(); var cachedScenes = new List <CachedScene>(); var completeScenes = new HashSet <int>(_scenes.Where(pair => pair.Value.IsExplored).Select(pair => pair.Key)); // Iterate through scenes, find connecting scene names and create a dungeon node to navigate to the scene center newScenes.AsParallel().ForEach(scene => { if (scene.Name.EndsWith("_Filler") || !scene.IsValid) { return; } var zone = scene.Mesh.Zone; var zoneMin = zone.ZoneMin; var zoneMax = zone.ZoneMax; var sceneHash = GetSceneHash(zone); if (completeScenes.Contains(sceneHash)) { return; } var cachedScene = new CachedScene { Scene = scene, SceneHash = sceneHash, Name = scene.Name, Zone = zone, ZoneMax = zoneMax, ZoneMin = zoneMin, MinEdgeLength = minEdgeLength, HalfEdgeLength = halfEdgeLength }; PopulateExitCodes(cachedScene); var baseNode = new DungeonNode(zoneMin, zoneMax); cachedScene.BaseNode = baseNode; cachedScene.Nodes.Add(baseNode); if (nodes.All(node => node.WorldTopLeft != baseNode.WorldTopLeft)) { nodes.Add(baseNode); } cachedScene.Center = new Vector3(zoneMax.X - (zoneMax.X - zoneMin.X) / 2, zoneMax.Y - (zoneMax.Y - zoneMin.Y) / 2, 0); cachedScene.NorthEdgeCenter = new Vector3(zoneMin.X, zoneMax.Y - (zoneMax.Y - zoneMin.Y) / 2, 0); cachedScene.SouthEdgeCenter = new Vector3(zoneMax.X, zoneMax.Y - (zoneMax.Y - zoneMin.Y) / 2, 0); cachedScene.EastEdgeCenter = new Vector3(zoneMax.X - (zoneMax.X - zoneMin.X) / 2, zoneMax.Y, 0); cachedScene.WestEdgeCenter = new Vector3(zoneMax.X - (zoneMax.X - zoneMin.X) / 2, zoneMin.Y, 0); // North var northNode = (new DungeonNode(new Vector2(zoneMin.X - halfEdgeLength, zoneMin.Y), new Vector2(zoneMax.X - halfEdgeLength, zoneMin.Y))); cachedScene.NorthNode = northNode; cachedScene.Nodes.Add(northNode); if (nodes.All(node => node.WorldTopLeft != northNode.WorldTopLeft)) { nodes.Add(northNode); } // South var southNode = (new DungeonNode(new Vector2(zoneMin.X + halfEdgeLength, zoneMin.Y), new Vector2(zoneMax.X + halfEdgeLength, zoneMin.Y))); cachedScene.SouthNode = southNode; cachedScene.Nodes.Add(southNode); if (nodes.All(node => node.WorldTopLeft != southNode.WorldTopLeft)) { nodes.Add(southNode); } // East var eastNode = (new DungeonNode(new Vector2(zoneMin.X, zoneMin.Y - halfEdgeLength), new Vector2(zoneMax.X, zoneMin.Y - halfEdgeLength))); cachedScene.EastNode = eastNode; cachedScene.Nodes.Add(eastNode); if (nodes.All(node => node.WorldTopLeft != eastNode.WorldTopLeft)) { nodes.Add(eastNode); } // West var westNode = (new DungeonNode(new Vector2(zoneMin.X, zoneMin.Y + halfEdgeLength), new Vector2(zoneMax.X, zoneMin.Y + halfEdgeLength))); cachedScene.WestNode = westNode; cachedScene.Nodes.Add(westNode); if (nodes.All(node => node.WorldTopLeft != westNode.WorldTopLeft)) { nodes.Add(westNode); } if (!_scenes.ContainsKey(cachedScene.SceneHash)) { _scenes.Add(cachedScene.SceneHash, cachedScene); } else { _scenes[cachedScene.SceneHash] = cachedScene; } }); _scenes.Values.ForEach(PopulateSceneConnections); if (oldNodes != null && oldNodes.Any()) { nodes.AsParallel().ForEach(node => { var oldNode = oldNodes.FirstOrDefault(n => node.WorldTopLeft == n.WorldTopLeft); if (oldNode != null && oldNode.Visited) { node.Visited = true; } }); oldNodes.AsParallel().ForEach(oldNode => { if (nodes.All(newNode => newNode.Center != oldNode.WorldTopLeft)) { nodes.Add(oldNode); } }); } SceneHistory.UpdateSceneHistory(); _nodes = new ConcurrentBag <DungeonNode>(nodes.Distinct()); Logger.Debug("Updated SceneSegmentation {0} Scenes {1} nodes in {2:0}ms", _scenes.Count, _nodes.Count, stopwatch.ElapsedMilliseconds); }
protected override void Awake() { base.Awake(); onClick.AddListener(() => SceneHistory.LoadScene(ScenePath)); }
public IEnumerator Wait() { yield return(new WaitForSeconds(5)); SceneHistory.changeToPreviousLvl(); }
public void start() { SceneHistory.changeToPreviousLvl(); print("hi"); }
protected override void Awake() { base.Awake(); onClick.AddListener(() => SceneHistory.LoadPreviousScene()); }
public void ExitBank() { SceneHistory.changeToPreviousLvl(); }