IEnumerator DoLoadDispensary() { sceneTransitionManager.StartSmokeScreenTransition(); yield return(new WaitForSeconds(1f)); sceneTransitionManager.LoadScene("BuildingLocation1"); }
public IEnumerator LoginUser(string _username) { SharedData.Username = _username; if (_username == "Debug") { SceneTransitionManager.LoadScene(Constants.MAIN_MENU_SCENE_NAME); yield break; } else { string postData = "{\"username\" : \"" + _username + "\"}"; WWW loginUserReq = WebHelper.CreatePostJsonRequest_WWW(m_userLoginURL, postData); yield return(loginUserReq); if (loginUserReq.error != null)//(loginUserReq.isNetworkError || loginUserReq.isHttpError) { Debug.Log(loginUserReq.error); StartCoroutine(ShowErrorMessage(m_errorMessage)); } else { Debug.Log("Got respose for login: " + loginUserReq.text); SceneTransitionManager.LoadScene(Constants.MAIN_MENU_SCENE_NAME); yield break; } } }
public void RequestSceneLoad(string sceneName) { if (sceneTransitionManager == null) { sceneTransitionManager = SceneTransitionManager.instance; } sceneTransitionManager.LoadScene(sceneName); }
public IEnumerator JoinGame(string _roomID, string _mapSceneName, bool verifyRoom = true) { SharedData.RoomID = _roomID; if ((_roomID == "00000000") || (!verifyRoom) || (_roomID == SharedData.PreviousRoomID)) { SceneTransitionManager.LoadScene(_mapSceneName); yield break; } bool roomAuthResult = AuthenticateRoomID(_roomID); bool roomCheckResult = false; string postData = "{\"room\" : \"" + _roomID + "\"}"; WWW roomCheckReq = WebHelper.CreatePostJsonRequest_WWW(m_roomCheckUrl, postData); yield return(roomCheckReq); if (roomCheckReq.error != null) { Debug.Log(roomCheckReq.error); roomCheckResult = false; } else { Debug.Log("Authenticate room response: " + roomCheckReq.text); var roomCheckResponseJSON = JSON.Parse(roomCheckReq.text); bool roomExists = roomCheckResponseJSON["exists"].AsBool; if (roomExists) { roomCheckResult = true; } else { roomCheckResult = false; } } if (roomAuthResult && roomCheckResult) { SceneTransitionManager.LoadScene(_mapSceneName); } else { Debug.Log("Incorrect Room ID"); StartCoroutine(ShowErrorMessage(m_joinErrorMessage)); } yield break; }
void Update() { if (canMove) { HorizontalMovement(); JetPackMovement(); if (Input.GetKey(KeyCode.Escape)) { sceneTransition.LoadScene("MainMenu"); } else if (Input.GetKey(KeyCode.R)) { sceneTransition.ReloadScene(); } } Debug.Log(jetPackCurrentFuelTime); }
public void OnEvent(GenericEvent eventType) { switch (eventType.EventType) { // If pause event is triggered we make sure to toggle the time scale case GenericEventType.Pause: if (!_isPlaying) { return; } IsPaused = !IsPaused; Time.timeScale = IsPaused ? 0 : _previousTimeScale; break; // If player died is triggered, lower the lives for current playthrough // and check if it's game over case GenericEventType.PlayerDied: CurrentLifes--; if (CurrentLifes <= 0) { _isPlaying = false; // Store the high score in persistance _dataPersistance.PlayerData.CurrentHighScore = Mathf.Max( _dataPersistance.PlayerData.CurrentHighScore, CurrentScore); _dataPersistance.Save(); // Broadcast the game over event GenericEvent.Trigger(GenericEventType.GameOver, null); } else { var player = eventType.Originator.GetComponent <Character>(); StartCoroutine(RespawnPlayer(player, 2f)); } break; case GenericEventType.EnemyDestroyed: GameObject enemyObj = eventType.Originator; // If an enemy was destroyed then it should have a health component Health enemyHealth = enemyObj.GetComponent <Health>(); AddScore(enemyHealth.ScoreOnDeath); if (GlobalConfig.WinCondition == WinCondition.Score) { _conditionCounter = CurrentScore; if (_conditionCounter >= GlobalConfig.AmountToWin) { GenericEvent.Trigger(GenericEventType.LevelCompleted, null); } } break; case GenericEventType.WaveFinished: if (GlobalConfig.WinCondition == WinCondition.WaveSurvived) { _conditionCounter++; if (_conditionCounter >= GlobalConfig.AmountToWin) { GenericEvent.Trigger(GenericEventType.LevelCompleted, null); } } break; case GenericEventType.LevelStarted: _isPlaying = true; break; case GenericEventType.LevelCompleted: case GenericEventType.LevelEnd: // Store the high score in persistance _dataPersistance.PlayerData.CurrentHighScore = Mathf.Max( _dataPersistance.PlayerData.CurrentHighScore, CurrentScore); _dataPersistance.Save(); GameOverSceneModel model = new GameOverSceneModel() { CurrentScore = CurrentScore, HighScore = HighScore, }; model.OnAccept += () => { GameplaySceneModel gameplayModel = new GameplaySceneModel(); _transitionManager.LoadScene(SceneIndex.GameplayScene, gameplayModel); }; _transitionManager.AddScene(SceneIndex.WinScreen, model); _isPlaying = false; break; case GenericEventType.GameOver: // When game over event is triggered GameOverSceneModel gosmodel = new GameOverSceneModel() { CurrentScore = CurrentScore, HighScore = HighScore, }; gosmodel.OnAccept += () => { GameplaySceneModel gameplayModel = new GameplaySceneModel(); _transitionManager.LoadScene(SceneIndex.GameplayScene, gameplayModel); }; // Show the game over screen screen _transitionManager.AddScene(SceneIndex.GameOverScreen, gosmodel); _isPlaying = false; break; } }
void ControlsMenuBtnClicked() { SceneTransitionManager.LoadScene(Constants.CONTROLS_SCENE_NAME); }
public void BackBtnClicked() { SceneTransitionManager.LoadScene(Constants.MAIN_MENU_SCENE_NAME); }