void Awake() { if (Instance != this) { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); m_PlayerInput = FindObjectOfType <PlayerInput>(); if (initialSceneTransitionDestination != null) { SetEnteringGameObjectLocation(initialSceneTransitionDestination); ScreenFader.SetAlpha(1f); StartCoroutine(ScreenFader.FadeSceneIn()); initialSceneTransitionDestination.OnReachDestination.Invoke(); } else { m_CurrentZoneScene = SceneManager.GetActiveScene(); m_ZoneRestartDestinationTag = SceneTransitionDestination.DestinationTag.A; } }
void Awake() { //si la instancia creada es diferente de este script destruyalo if (Instance != this) { Destroy(gameObject); return; } //sino No destruya el objeto DontDestroyOnLoad(gameObject); m_PlayerInput = FindObjectOfType <PlayerInput>(); //Si esta vacio el proximo destino entre y encuentre el destino //Sirve por si quiero configurar una escena inicial if (initialSceneTransitionDestination != null) { SetEnteringGameObjectLocation(initialSceneTransitionDestination); ScreenFader.SetAlpha(1f); //establece en 1 es decir en negro StartCoroutine(ScreenFader.FadeSceneIn()); initialSceneTransitionDestination.OnReachDestination.Invoke(); //llama al metodo en SceneTransition...invoca un evento se puede ver en la jerarquia de los gameobjects TransitionDestinationA..B..C } else// si no configure escena inicial coja la escena activa (generalmente entra aqui, buena idea para que Alucard empiece de una en la escena que abra) { m_CurrentZoneScene = SceneManager.GetActiveScene(); //Coja la escena activa m_ZoneRestartDestinationTag = SceneTransitionDestination.DestinationTag.A; // Y pongala en el punto A de dicha Escena } }//fin awake
protected IEnumerator Transition(string newSceneName, bool resetInputValues, SceneTransitionDestination.DestinationTag destinationTag, TransitionPoint.TransitionType transitionType = TransitionPoint.TransitionType.DifferentZone) { m_Transitioning = true; PersistentDataManager.SaveAllData(); if (m_PlayerInput == null) { m_PlayerInput = FindObjectOfType <PlayerInput>(); } m_PlayerInput.ReleaseControl(resetInputValues); yield return(StartCoroutine(ScreenFader.FadeSceneOut(ScreenFader.FadeType.Loading))); PersistentDataManager.ClearPersisters(); yield return(SceneManager.LoadSceneAsync(newSceneName)); m_PlayerInput = FindObjectOfType <PlayerInput>(); m_PlayerInput.ReleaseControl(resetInputValues); PersistentDataManager.LoadAllData(); SceneTransitionDestination entrance = GetDestination(destinationTag); SetEnteringGameObjectLocation(entrance); SetupNewScene(transitionType, entrance); if (entrance != null) { entrance.OnReachDestination.Invoke(); } yield return(StartCoroutine(ScreenFader.FadeSceneIn())); m_PlayerInput.GainControl(); m_Transitioning = false; }
//Corutina de Transicion de escena lo incialisa el metodo TransitionToScene y RestartZone arriba, protected IEnumerator Transition(string newSceneName, bool resetInputValues, SceneTransitionDestination.DestinationTag destinationTag, TransitionPoint.TransitionType transitionType = TransitionPoint.TransitionType.DifferentZone) { m_Transitioning = true; PersistentDataManager.SaveAllData();//salve todos los datos //si el input esta vacio encuentrelo if (m_PlayerInput == null) { m_PlayerInput = FindObjectOfType <PlayerInput>(); } m_PlayerInput.ReleaseControl(resetInputValues); //Pierde el control del input liberelo reseteando los valores yield return(StartCoroutine(ScreenFader.FadeSceneOut(ScreenFader.FadeType.Loading))); //Llame la corutina de FadeSceneOut de tipo Loading PersistentDataManager.ClearPersisters(); yield return(SceneManager.LoadSceneAsync(newSceneName)); //carge la nueva escena asincronicamente m_PlayerInput = FindObjectOfType <PlayerInput>(); //encuentre el input m_PlayerInput.ReleaseControl(resetInputValues); //libere y resetee valores PersistentDataManager.LoadAllData(); //carge todos los datos SceneTransitionDestination entrance = GetDestination(destinationTag); //en una variable de tipo scirpt SceneTransitio...obtenga el destino llamando el metodo protegido mas abajo SetEnteringGameObjectLocation(entrance); //le paso como variable lo recogido en el metodo anterior, este nuevo metodo es llamado mas abajo SetupNewScene(transitionType, entrance); //configure la nueva escena, metodo mas abajo if (entrance != null) //en caso de que siga vacio { entrance.OnReachDestination.Invoke(); //entrance es una instancia de SceneTransitionDest... que luego llama que llama al campo OnReach.invoke que son un evento de Unity } //Es como un llamado para asegurarse que si encunter el destino, en el inpector se especifica, ademas de llamar al script CharacterStateSetter que permite configurar al personaje una vez entre(posicion, animador, etc). yield return(StartCoroutine(ScreenFader.FadeSceneIn())); //fadeIn m_PlayerInput.GainControl(); //obtenga control nuevamente m_Transitioning = false; }
protected SceneTransitionDestination GetDestination(SceneTransitionDestination.DestinationTag destinationTag) { SceneTransitionDestination[] entrances = FindObjectsOfType <SceneTransitionDestination>(); for (int i = 0; i < entrances.Length; i++) { if (entrances[i].destinationTag == destinationTag) { return(entrances[i]); } } Debug.LogWarning("No entrance was found with the " + destinationTag + " tag."); return(null); }
protected IEnumerator TransitionInternal(string newSceneName, SceneTransitionDestination.DestinationTag tag) { if (newSceneName != SceneManager.GetActiveScene().name) { yield return(SceneManager.LoadSceneAsync(newSceneName)); } PlayerMovement player = FindPlayerInput(); SceneTransitionDestination sceneTransitionDestination = GetDestination(tag); TransitionPoint transitionPoint = sceneTransitionDestination.gameObject.GetComponent <TransitionPoint>(); if (transitionPoint != null) { transitionPoint.canTransition = false; } player.transform.position = sceneTransitionDestination.transform.position; yield break; }
//初始化当前关卡信息,重生点信息 protected void SetZoneStart(SceneTransitionDestination entrance) { m_CurrentZoneScene = entrance.gameObject.scene; m_ZoneRestartDestinationTag = entrance.destinationTag; }
public static SceneTransitionDestination GetDestinationFromTag(SceneTransitionDestination.DestinationTag destinationTag) { return(Instance.GetDestination(destinationTag)); }
public static void Transition(string newSceneName, SceneTransitionDestination.DestinationTag tag) { Instance.StartCoroutine(Instance.TransitionInternal(newSceneName, tag)); }
protected void SetLevelStart(SceneTransitionDestination entrance) { currentLevelScene = entrance.gameObject.scene; levelRestartDestinationTag = entrance.destinationTag; }