LoadSceneAsync() 공개 정적인 메소드

public static LoadSceneAsync ( string sceneName ) : void
sceneName string
리턴 void
예제 #1
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 // == onclick Events ==
 public void Start_OnClick()
 {
     SceneManager.LoadSceneAsync(SceneNames.GAME_LEVEL);
 }
예제 #2
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 //Play button is pressed. Start the game.
 public void StartGame()
 {
     PlayerPrefs.SetFloat("gametime", 0);
     SceneManager.LoadSceneAsync("Level1", LoadSceneMode.Single);
     //Application.LoadLevel(1);
 }
예제 #3
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 public void SceneName(string name)
 {
     PlayerPrefs.SetString("sceneName", name);
     SceneManager.LoadSceneAsync(loadSceneName);
 }
 private void onSoloPlayButtonDown()
 {
     SceneManager.LoadSceneAsync("IngameScene");
 }
예제 #5
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 public void PlayGame()
 {
     //Application.LoadLevel (playGameLevel);
     SceneManager.LoadSceneAsync(playGameLevel);
 }
예제 #6
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 private void OnStartClick(EventContext context)
 {
     SceneManager.LoadSceneAsync(SceneName.MAP);
 }
예제 #7
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 public void Back()
 {
     SceneManager.LoadSceneAsync(1);
 }
예제 #8
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        private IEnumerator LoadMainScene(SceneIndex scene, SceneModel model)
        {
            OnLoadingStart?.Invoke();
            IsLoading = true;

            // Make sure to clean up the current active scene before destroying it
            if (_activeScene != null)
            {
                _activeScene.Controller.BeforeDestroy();
            }

            // Start the scene loading asyncronous operation
            AsyncOperation loadSceneJob = SceneManager.LoadSceneAsync(scene.ToString());

            while (!loadSceneJob.isDone)
            {
                yield return(null);

                // Callback to update based on the async task progress
                OnLoadingUpdate?.Invoke(loadSceneJob.progress);
            }

            _loadedScenes.Clear();

            GC.Collect();

            Scene loadedScene = SceneManager.GetSceneByName(scene.ToString());

            if (loadedScene.isLoaded)
            {
                bool controllerFound = false;
                // Get the scene object to initialize the scene using the ISceneController interface
                GameObject[] rootObjects = loadedScene.GetRootGameObjects();
                foreach (GameObject rootObject in rootObjects)
                {
                    // Try to get the scene controller so we can initialize the scene
                    ISceneController sceneController = rootObject.GetComponent <ISceneController>();

                    // This object didn't have the scene controller
                    if (sceneController == null)
                    {
                        continue;
                    }

                    // Create a loaded scene handle
                    LoadedScene managedLoadedScene = new LoadedScene(sceneController, model, rootObject, scene);
                    _loadedScenes.Add(managedLoadedScene);

                    _activeScene = managedLoadedScene;
                    sceneController.BaseModel = model;
                    yield return(sceneController.Initialization());

                    sceneController.AfterInitialization();
                    controllerFound = true;
                }

                if (!controllerFound)
                {
                    Debug.LogError("[SceneTransitionManager] Could not find any object with component SceneController in scene: "
                                   + loadedScene.name);
                }
            }

            yield return(new WaitForSeconds(1));

            OnLoadingFinished?.Invoke();
            IsLoading = false;
        }
예제 #9
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    private void LoadNextScene()
    {
        var scene = _scenesToLoad.Shift();

        SceneManager.LoadSceneAsync(scene, LoadSceneMode.Additive).completed += OnSceneLoadedOrUnloaded;
    }
예제 #10
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 public void jugar()
 {
     SceneManager.LoadSceneAsync(1);
 }
예제 #11
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 public void showNextScene(string scene)
 {
     SceneManager.LoadSceneAsync(scene, LoadSceneMode.Single);
 }
예제 #12
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파일: Life.cs 프로젝트: TssVega/LudumDare47
 private void LoadSceneAsynchronously(string sceneName)
 {
     SceneManager.LoadSceneAsync(sceneName);
 }
예제 #13
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 public void Options_OnClick()
 {
     SceneManager.LoadSceneAsync(SceneNames.OPTIONS_MENU,
                                 LoadSceneMode.Additive);
 }
예제 #14
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 public void GoToMainMenu()
 {
     SceneManager.LoadSceneAsync(SceneNames.MAIN_MENU);
 }
예제 #15
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 // 유틸 : 씬 로드 ( Change 방식 : GoTo 명령시 호출됨 )
 AsyncOperation LoadScene(eSceneType eType, Action <bool> pComplate)
 {
     return(SetLoadPostProcess(pComplate,
                               SceneManager.LoadSceneAsync(eType.ToString(), LoadSceneMode.Single)));
 }
예제 #16
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 //changes current scene to the same scene with the name of the param t_nameOfScene
 public void ChangeScreen(string t_nameOfScene)
 {
     SceneManager.LoadSceneAsync(t_nameOfScene);
 }
예제 #17
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 // 유틸 : 씬 로드 ( Add 방식 : SceneData 클래스에서 호출됨 )
 AsyncOperation AddScene(string strSceneName, Action <bool> pComplate)
 {
     return(SetLoadPostProcess(pComplate,
                               SceneManager.LoadSceneAsync(strSceneName, LoadSceneMode.Additive)));
 }
예제 #18
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    // Start is called before the first frame update
    void Start()
    {
        instance = this;

        SceneManager.LoadSceneAsync((int)SceneIndex.StartMenu, LoadSceneMode.Additive);
    }
예제 #19
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    IEnumerator LoadAsyncOperation()
    {
        AsyncOperation gamelvl = SceneManager.LoadSceneAsync(5);

        yield return(new WaitForEndOfFrame());
    }
예제 #20
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 private void ReloadScene()
 {
     SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().name);
     InitiateGame();
 }
예제 #21
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 public void OpenSettings()
 {
     gm.isPaused = true;
     SceneManager.LoadSceneAsync(settingsSceneNumber, LoadSceneMode.Additive);
 }
예제 #22
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 private void ToMainMenu()
 {
     SceneManager.LoadSceneAsync(0);
     InitiateGame();
 }
 private void onMultiPlayButtonDown()
 {
     SceneManager.LoadSceneAsync("MatchingScene");
 }
예제 #24
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    public IEnumerator loadChosingHero()
    {
        yield return(SceneManager.LoadSceneAsync(ScenesName.ChoseHero, LoadSceneMode.Additive));

        SceneManager.GetSceneByName("ChoseHero").GetRootGameObjects()[0].GetComponent <ChoseHeroPage>().returnEvent = myEvent;
    }
    // Update is called once per frame

    //May need to mess with player prefs actually.
    //As in, store a string pair, so that we know whether or not Player1 is using keyboard, or if we need to shift down

    void Update()
    {
        if (gameCont.player1_in == null)
        {
            if (Input.GetButtonDown("A_P1"))
            {
                gameCont.player1_in   = new PlayerInput("P1");
                isController          = true;
                gameCont.num_players += 1;
            }
            if (Input.GetButtonDown("A_P1_KEYBOARD"))
            {
                gameCont.player1_in   = new PlayerInput("P1_KEYBOARD");
                isKeyboard            = true;
                gameCont.num_players += 1;
            }
        }

        if (isKeyboard)
        {
            if (gameCont.player2_in == null)
            {
                if (Input.GetButtonDown("A_P1"))
                {
                    gameCont.player2_in   = new PlayerInput("P1");
                    gameCont.num_players += 1;
                }
            }
            if (gameCont.player3_in == null)
            {
                if (Input.GetButtonDown("A_P2"))
                {
                    gameCont.player3_in   = new PlayerInput("P2");
                    gameCont.num_players += 1;
                }
            }
            if (gameCont.player4_in == null)
            {
                if (Input.GetButtonDown("A_P3"))
                {
                    gameCont.player4_in   = new PlayerInput("P3");
                    gameCont.num_players += 1;
                }
            }
        }
        else if (isController)
        {
            if (gameCont.player2_in == null)
            {
                if (Input.GetButtonDown("A_P2"))
                {
                    gameCont.player2_in   = new PlayerInput("P2");
                    gameCont.num_players += 1;
                }
            }
            if (gameCont.player3_in == null)
            {
                if (Input.GetButtonDown("A_P3"))
                {
                    gameCont.player3_in   = new PlayerInput("P3");
                    gameCont.num_players += 1;
                }
            }
            if (gameCont.player4_in == null)
            {
                if (Input.GetButtonDown("A_P4"))
                {
                    gameCont.player4_in   = new PlayerInput("P4");
                    gameCont.num_players += 1;
                }
            }
        }


        if (gameCont.player1_in != null && !activated_p1)
        {
            player1.GetComponent <SelectPlayerControls> ().iC       = gameCont.player1_in;
            player1.GetComponent <SelectPlayerControls> ().txt_Name = GameObject.Find("Player1Name").GetComponent <Text>();
            player1.GetComponent <SelectPlayerControls> ().active   = true;
            playerActivate(player1_Col);
            eventSystem_p1.GetComponent <NewEventSystem> ().player   = player1;
            eventSystem_p1.GetComponent <NewEventSystem>().selection = GameObject.Find("Player1Color").GetComponent <ColorPickerScript> ().redSlider.gameObject;
            activated_p1 = true;
        }
        if (gameCont.player2_in != null && !activated_p2)
        {
            player2.GetComponent <SelectPlayerControls> ().iC       = gameCont.player2_in;
            player2.GetComponent <SelectPlayerControls> ().txt_Name = GameObject.Find("Player2Name").GetComponent <Text>();
            player2.GetComponent <SelectPlayerControls> ().active   = true;
            playerActivate(player2_Col);
            eventSystem_p2.GetComponent <NewEventSystem> ().player   = player2;
            eventSystem_p2.GetComponent <NewEventSystem>().selection = GameObject.Find("Player2Color").GetComponent <ColorPickerScript> ().redSlider.gameObject;
            activated_p2 = true;
        }
        if (gameCont.player3_in != null && !activated_p3)
        {
            player3.GetComponent <SelectPlayerControls> ().iC       = gameCont.player3_in;
            player3.GetComponent <SelectPlayerControls> ().txt_Name = GameObject.Find("Player3Name").GetComponent <Text>();
            player3.GetComponent <SelectPlayerControls> ().active   = true;
            playerActivate(player3_Col);
            eventSystem_p3.GetComponent <NewEventSystem> ().player   = player3;
            eventSystem_p3.GetComponent <NewEventSystem>().selection = GameObject.Find("Player3Color").GetComponent <ColorPickerScript> ().redSlider.gameObject;
            activated_p3 = true;
        }
        if (gameCont.player4_in != null && !activated_p4)
        {
            player4.GetComponent <SelectPlayerControls> ().iC       = gameCont.player4_in;
            player4.GetComponent <SelectPlayerControls> ().txt_Name = GameObject.Find("Player4Name").GetComponent <Text>();
            player4.GetComponent <SelectPlayerControls> ().active   = true;
            playerActivate(player4_Col);
            eventSystem_p4.GetComponent <NewEventSystem> ().player   = player4;
            eventSystem_p4.GetComponent <NewEventSystem>().selection = GameObject.Find("Player4Color").GetComponent <ColorPickerScript> ().redSlider.gameObject;
            activated_p4 = true;
        }

        if (gameCont.num_players == 1)
        {
            if (player1.GetComponent <SelectPlayerControls> ().ready)
            {
                moveOn = true;
            }
        }
        if (gameCont.num_players == 2)
        {
            if (player1.GetComponent <SelectPlayerControls> ().ready&& player2.GetComponent <SelectPlayerControls> ().ready)
            {
                moveOn = true;
            }
        }
        if (gameCont.num_players == 3)
        {
            if (player1.GetComponent <SelectPlayerControls> ().ready&& player2.GetComponent <SelectPlayerControls> ().ready&& player3.GetComponent <SelectPlayerControls> ().ready)
            {
                moveOn = true;
            }
        }
        if (gameCont.num_players == 4)
        {
            if (player1.GetComponent <SelectPlayerControls> ().ready&& player2.GetComponent <SelectPlayerControls> ().ready&& player3.GetComponent <SelectPlayerControls> ().ready&& player4.GetComponent <SelectPlayerControls> ().ready)
            {
                moveOn = true;
            }
        }


        if (moveOn)
        {
            if (activated_p1)
            {
                player1.GetComponent <SelectPlayerControls> ().cntDown = true;
            }
            if (activated_p2)
            {
                player2.GetComponent <SelectPlayerControls> ().cntDown = true;
            }
            if (activated_p3)
            {
                player3.GetComponent <SelectPlayerControls> ().cntDown = true;
            }
            if (activated_p4)
            {
                player4.GetComponent <SelectPlayerControls> ().cntDown = true;
            }

            StartCoroutine(nameInput(10));
        }

        if (loadNew)
        {
            if (activated_p1)
            {
                var color = "#" + player1_Sliders.GetComponent <ColorPickerScript>().red.ToString("X2") + player1_Sliders.GetComponent <ColorPickerScript>().green.ToString("X2") + player1_Sliders.GetComponent <ColorPickerScript>().blue.ToString("X2");
                PlayerPrefs.SetString("player1_color", color);
                PlayerPrefs.SetString("player1_name", player1.GetComponent <SelectPlayerControls>().name);
            }
            if (activated_p2)
            {
                var color = "#" + player2_Sliders.GetComponent <ColorPickerScript>().red.ToString("X2") + player2_Sliders.GetComponent <ColorPickerScript>().green.ToString("X2") + player2_Sliders.GetComponent <ColorPickerScript>().blue.ToString("X2");
                PlayerPrefs.SetString("player2_color", color);
                PlayerPrefs.SetString("player2_name", player2.GetComponent <SelectPlayerControls>().name);
            }
            if (activated_p3)
            {
                var color = "#" + player3_Sliders.GetComponent <ColorPickerScript>().red.ToString("X2") + player3_Sliders.GetComponent <ColorPickerScript>().green.ToString("X2") + player3_Sliders.GetComponent <ColorPickerScript>().blue.ToString("X2");
                PlayerPrefs.SetString("player3_color", color);
                PlayerPrefs.SetString("player3_name", player3.GetComponent <SelectPlayerControls>().name);
            }
            if (activated_p4)
            {
                var color = "#" + player4_Sliders.GetComponent <ColorPickerScript>().red.ToString("X2") + player4_Sliders.GetComponent <ColorPickerScript>().green.ToString("X2") + player4_Sliders.GetComponent <ColorPickerScript>().blue.ToString("X2");
                PlayerPrefs.SetString("player4_color", color);
                PlayerPrefs.SetString("player4_name", player4.GetComponent <SelectPlayerControls>().name);
            }
            PlayerPrefs.SetInt("NumPlayers", gameCont.num_players);
            PlayerPrefs.Save();

            gameCont.players = new PlayerInput[gameCont.num_players + 1];
            if (gameCont.num_players >= 1)
            {
                gameCont.players[1] = gameCont.player1_in;
            }
            if (gameCont.num_players >= 2)
            {
                gameCont.players[2] = gameCont.player2_in;
            }
            if (gameCont.num_players >= 3)
            {
                gameCont.players[3] = gameCont.player3_in;
            }
            if (gameCont.num_players >= 4)
            {
                gameCont.players[4] = gameCont.player4_in;
            }

            if (transition_happens_only_once)
            {
                //should happen after timer goes off for player names
                SceneManager.LoadSceneAsync(next_scene);
                transition_happens_only_once = false;
            }
        }
    }
예제 #26
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 public void PlayGame()
 {
     sound.Stop();
     sound.Play();
     SceneManager.LoadSceneAsync("Level1", mode: LoadSceneMode.Single);
 }
예제 #27
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 //Leaderboard button is pressed.
 public void LeaderBoardButtonInMenuPressed()
 {
     optionMenu.enabled = false;
     PlayerPrefs.SetFloat("gametime", 0);
     SceneManager.LoadSceneAsync("End", LoadSceneMode.Single);
 }
예제 #28
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        IEnumerator TransitToAsync(string destination)
        {
            yield return(SceneManager.LoadSceneAsync(Scenes.Transit, LoadSceneMode.Single));

            yield return(SceneManager.LoadSceneAsync(destination, LoadSceneMode.Single));
        }
예제 #29
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 void Start()
 {
     StartCoroutine("LoadAnim");
     SceneManager.LoadSceneAsync(PlayerPrefs.GetString("Scene to Load"));
 }
예제 #30
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 public void EndGame()
 {
     SceneManager.LoadSceneAsync("Menu");
 }