public static void LoadScene <From, To, LoadingScreen>(bool aditive = true, System.Action <To> callback = null) where From : SceneController where To : SceneController where LoadingScreen : SceneController { // Disable interaction on everything foreach (SceneController controller in SceneRepository.GetAllScenes()) { controller.SetInteractable(false); } // Show the loading screen (and load it on-the-fly if necessary) SceneRepository.LoadScene <LoadingScreen>(true, false, delegate(LoadingScreen loadingScreen) { //GameObject.DontDestroyOnLoad(loadingScreen.gameObject); loadingScreen.SetVisible(true, true, delegate() { //unload from scene only if is not aditive if (!aditive) { SceneRepository.UnloadScene <From>(); } // Load the new scene SceneRepository.LoadScene <To>(true, true, delegate(To loadedSceneController) { // Cleanup assets Resources.UnloadUnusedAssets(); // Hide the loading screen loadingScreen.SetVisible(false, true, delegate() { // Enable interaction for the loaded scene loadedSceneController.SetInteractable(true); //we only remove the loading scene if is additive, is removed automatically SceneRepository.UnloadScene <LoadingScreen>(); if (!aditive) { SceneRepository.UnloadScene <From>(); } // Notify the caller if (callback != null) { callback(loadedSceneController); } }); }); }); }); }
// Interface ========================================================================= protected virtual void BackButton () { SetInteractable( false ); SceneRepository.LoadScene<NotificationPopupController>( true, false, delegate( NotificationPopupController popupController ){ popupController.Init( "Exit Game", "Are you sure to exit the game?", "Yes", () => { UnityEngine.Application.Quit (); }, "No", null ); popupController.Present( delegate( int result ){ Destroy(popupController.gameObject); SetInteractable( true ); }); }); }
//this add camera movement on transition public static void MoveToSceneFrom <From, To>(bool aditive = true, direction_to_move move_to = direction_to_move.right, System.Action <To> callback = null) where From : SceneController where To : SceneController { // Disable interaction on everything foreach (SceneController controller in SceneRepository.GetAllScenes()) { controller.SetInteractable(false); } SceneRepository.LoadScene <To> (true, true, delegate(To loadedSceneController) { // Cleanup assets Resources.UnloadUnusedAssets(); CameraAlign camAlign = Camera.main.gameObject.GetComponent <CameraAlign>(); if (camAlign != null) { camAlign.SetNewPosition(move_to, delegate(){ if (!aditive) { SceneRepository.UnloadScene <From>(); } if (callback != null) { callback(loadedSceneController); } }); } else { Debug.Log("----------Errorrrrrrr cam is null"); } }); }