private void OnLoad(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <TextAsset> handle)
    {
        var translateTextData = handle.Result;
        var translater        = new Translater(translateTextData.text);

        this.text = translater.GetText(textId, Language.Japanese);
    }
예제 #2
0
    private void OnLoadDone(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> obj)
    {
        // In a production environment, you should add exception handling to catch scenarios such as a null result.
        GameObject myGameObject = obj.Result;

        gameObjects.Add(GameObject.Instantiate(myGameObject));
    }
 public void OnHandIncrease(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> card)
 {
     SoundManager.instance.PlaySingle(SoundManager.instance.EvilLaugh);
     card.Result.transform.SetParent(gameObject.GetComponent <GameLogic>().winnerText.transform, false);
     StartCoroutine(CardAdded(card.Result, otherPlayerIndex, gameObject.GetComponent <GameLogic>().GetStartPos(), gameObject.GetComponent <GameLogic>().endPos));
     gameObject.GetComponent <GameLogic>().PlayerList.GetPlayers()[otherPlayerIndex].DrawnCards.Add(int.Parse(card.Result.transform.GetComponentInChildren <TMP_Text>().text));
     GetDrawnCards().Add(int.Parse(card.Result.transform.GetComponentInChildren <TMP_Text>().text));
 }
예제 #4
0
    IEnumerator WaitForSpawnComplete(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> op, int itemNumber)
    {
        while (op.IsDone == false)
        {
            yield return(op);
        }

        OnSpawnComplete(op, itemNumber);
    }
예제 #5
0
    private void LocAsset_Completed(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <TextAsset> obj)
    {
        var N = JSON.Parse(obj.Result.text);

        foreach (KeyValuePair <string, JSONNode> kvp in (JSONObject)N)
        {
            locDict.Add(kvp.Key, kvp.Value.Value);
        }
        translationsSet = true;
    }
예제 #6
0
    private void QuestionAsset_Completed(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <TextAsset> obj)
    {
        var N = JSON.Parse(obj.Result.text);

        foreach (KeyValuePair <string, JSONNode> kvp in (JSONObject)N)
        {
            animalList.Add(new Animal(kvp.Value[0].Value, kvp.Value[1].Value, kvp.Value[2].Value));
        }
        QrShowAnimal.scanCode(animalList);
    }
예제 #7
0
    private void AnswerAsset_Completed(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <TextAsset> obj)
    {
        var N = JSON.Parse(obj.Result.text);

        foreach (KeyValuePair <string, JSONNode> kvp in (JSONObject)N)
        {
            answerList.Add(new Answer(kvp.Value[0], kvp.Value[1].Value, kvp.Value[2]));
        }
        answerSet = true;
        canStartQuiz();
    }
예제 #8
0
    void OnLoadDone(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> obj)
    {
        switch (obj.Result.name)
        {
        case "MorphJump":
            morphJump   = Instantiate(obj.Result, transform.position, Quaternion.identity, transform);
            morphjumpAS = morphJump.GetComponent <AudioSource>();
            morphJump.SetActive(false);
            break;

        case "NormalJump":
            nJump   = Instantiate(obj.Result, transform.position, Quaternion.identity, transform);
            nJumpAS = nJump.GetComponent <AudioSource>();
            nJump.SetActive(false);
            break;

        case "Balled":
            balled   = Instantiate(obj.Result, transform.position, Quaternion.identity, transform);
            balledAS = balled.GetComponent <AudioSource>();
            balled.SetActive(false);
            break;

        case "Screw":
            screw   = Instantiate(obj.Result, transform.position, Quaternion.identity, transform);
            screwAS = screw.GetComponent <AudioSource>();
            screw.SetActive(false);
            break;

        case "ScrewLoop":
            screwLoop   = Instantiate(obj.Result, transform.position, Quaternion.identity, transform);
            screwLoopAS = screw.GetComponent <AudioSource>();
            screwLoop.SetActive(false);
            break;

        case "Steps":
            steps   = Instantiate(obj.Result, transform.position, Quaternion.identity, transform);
            stepsAS = steps.GetComponent <AudioSource>();
            steps.SetActive(false);
            break;

        case "RollJump":
            rollLoop = Instantiate(obj.Result, transform.position, Quaternion.identity, transform);
            rLoopAS  = rollLoop.GetComponent <AudioSource>();
            rollLoop.SetActive(false);
            break;

        case "HyperJump":
            hyperJump   = Instantiate(obj.Result, transform.position, Quaternion.identity, transform);
            hyperJumpAS = hyperJump.GetComponent <AudioSource>();
            hyperJump.SetActive(false);
            break;
        }
    }
예제 #9
0
 public void LoadScene(object key)
 {
     isLoading = true;
     if (handle.IsValid())
     {
         Addressables.Release(handle);
     }
     Fade.Instance().Play(Fade.Mode.Out, Color.black, new Color(0.0f, 0.0f, 0.0f, 0.0f), action: () => {
         handle            = Addressables.LoadSceneAsync(key);
         handle.Completed += Handle_Completed;
     });
 }
예제 #10
0
 void OnLoadTreeDone(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> obj)
 {
     try
     {
         GameObject createdObj = obj.Result;
         createdObj.transform.position   = transform.position;
         createdObj.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);
     }
     catch (UnityException e)
     {
         Debug.Log(e);
     }
 }
예제 #11
0
    // Start is called before the first frame update
    void Start()
    {
        var sprite = GetComponent <SpriteRenderer> ();

        if (sprite != null)
        {
            operation            = Addressables.LoadAssetAsync <Sprite> (AssetRefImage);
            operation.Completed += op => {
                // 読み込み終了時
                sprite.sprite = op.Result;
            };
        }
    }
예제 #12
0
 void OnSpawnComplete(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> handle, int itemNumber)
 {
     if (spawnedObjects.TryGetValue(itemNumber, out var value))
     {
         value.Add(handle.Result);
     }
     else
     {
         spawnedObjects.Add(itemNumber, new List <GameObject>()
         {
             handle.Result
         });
     }
 }
 public void OnAddLastCard(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> card)
 {
     SoundManager.instance.PlaySingle(SoundManager.instance.Kaching);
     card.Result.transform.SetParent(gameObject.GetComponent <GameLogic>().winnerText.transform, false);
     if (otherPlayerIndex == 0)
     {
         card.Result.transform.GetComponentInChildren <TMP_Text>().SetText(gameObject.GetComponent <GameLogic>().PlayerList.GetPlayers()[1].DrawnCards[gameObject.GetComponent <GameLogic>().PlayerList.GetPlayers()[1].DrawnCards.Count - 1].ToString());
     }
     else
     {
         card.Result.transform.GetComponentInChildren <TMP_Text>().SetText(gameObject.GetComponent <GameLogic>().PlayerList.GetPlayers()[0].DrawnCards[gameObject.GetComponent <GameLogic>().PlayerList.GetPlayers()[0].DrawnCards.Count - 1].ToString());
     }
     StartCoroutine(CardAdded(card.Result, otherPlayerIndex, gameObject.GetComponent <GameLogic>().GetStartPos(), gameObject.GetComponent <GameLogic>().endPos));
     gameObject.GetComponent <GameLogic>().PlayerList.GetPlayers()[otherPlayerIndex].DrawnCards.Add(int.Parse(card.Result.transform.GetComponentInChildren <TMP_Text>().text));
     GetDrawnCards().Add(int.Parse(card.Result.transform.GetComponentInChildren <TMP_Text>().text));
 }
예제 #14
0
    static int Equals(IntPtr L)
    {
        try
        {
            ToLua.CheckArgsCount(L, 2);
            UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> obj  = (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>)ToLua.CheckObject(L, 1, typeof(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>));
            UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> arg0 = StackTraits <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> > .Check(L, 2);

            bool o = obj.Equals(arg0);
            LuaDLL.lua_pushboolean(L, o);
            ToLua.SetBack(L, 1, obj);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
예제 #15
0
 public void OnLoadDomainMaterial(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <Material> obj)
 {
     m_DomainTexture = obj.Result;
 }
 public void Init(AsyncOperationHandle <ResourceManagerRuntimeData> rtdOp, AddressablesImpl addressables)
 {
     m_RtdOp        = rtdOp;
     m_Addressables = addressables;
     m_Addressables.ResourceManager.RegisterForCallbacks();
 }
예제 #17
0
 void OnPicLoaded(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <Sprite> obj)
 {
     GoodIcon.sprite = obj.Result;
 }
    static int get_DebugName(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> obj = (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object>)o;
            string ret = obj.DebugName;
            LuaDLL.lua_pushstring(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index DebugName on a nil value"));
        }
    }
 public void Init(ResourceManager rm, IResourceProvider provider, IResourceLocation location, AsyncOperationHandle <IList <AsyncOperationHandle> > depOp, bool releaseDependenciesOnFailure)
 {
     m_DownloadStatus  = default;
     m_ResourceManager = rm;
     m_DepOp           = depOp;
     if (m_DepOp.IsValid())
     {
         m_DepOp.Acquire();
     }
     m_Provider = provider;
     m_Location = location;
     m_ReleaseDependenciesOnFailure = releaseDependenciesOnFailure;
     SetWaitForCompletionCallback(WaitForCompletionHandler);
 }
    static int set_Destroyed(IntPtr L)
    {
        try
        {
            UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> obj = (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object>)ToLua.CheckObject(L, 1, typeof(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object>));
            EventObject arg0 = null;

            if (LuaDLL.lua_isuserdata(L, 2) != 0)
            {
                arg0 = (EventObject)ToLua.ToObject(L, 2);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "The event 'UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle<object>.Destroyed' can only appear on the left hand side of += or -= when used outside of the type 'UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle<object>'"));
            }

            if (arg0.op == EventOp.Add)
            {
                System.Action <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle> ev = (System.Action <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle>)arg0.func;
                obj.Destroyed += ev;
            }
            else if (arg0.op == EventOp.Sub)
            {
                System.Action <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle> ev = (System.Action <UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle>)arg0.func;
                obj.Destroyed -= ev;
            }

            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
 static int IsValid(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> obj = (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object>)ToLua.CheckObject(L, 1, typeof(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object>));
         bool o = obj.IsValid();
         LuaDLL.lua_pushboolean(L, o);
         ToLua.SetBack(L, 1, obj);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
 static int _CreateUnityEngine_ResourceManagement_AsyncOperations_AsyncOperationHandle_object(IntPtr L)
 {
     UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> obj = new UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object>();
     ToLua.PushValue(L, obj);
     return(1);
 }
    static int get_Task(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> obj = (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object>)o;
            System.Threading.Tasks.Task <object> ret = obj.Task;
            ToLua.PushObject(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index Task on a nil value"));
        }
    }
예제 #24
0
 static int GetHashCode(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance> obj = (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>)ToLua.CheckObject(L, 1, typeof(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <UnityEngine.ResourceManagement.ResourceProviders.SceneInstance>));
         int o = obj.GetHashCode();
         LuaDLL.lua_pushinteger(L, o);
         ToLua.SetBack(L, 1, obj);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #25
0
 private void Language_Completed(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <IList <TextAsset> > obj)
 {
     Msg = obj.Result[0].ToString();
 }
예제 #26
0
 /// <summary>
 /// Provide equality for this struct.
 /// </summary>
 /// <param name="other">The operation to compare to.</param>
 /// <returns>True if the the operation handles reference the same AsyncOperation and the version is the same.</returns>
 public bool Equals(AsyncOperationHandle <TObject> other)
 {
     return(m_Version == other.m_Version && m_InternalOp == other.m_InternalOp);
 }
예제 #27
0
 private void OnInstantiateDone(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> obj)
 {
     obj.Result.transform.parent     = ContentPanel.transform;
     obj.Result.transform.localScale = Vector3.one;
 }
    static int get_PercentComplete(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> obj = (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object>)o;
            float ret = obj.PercentComplete;
            LuaDLL.lua_pushnumber(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index PercentComplete on a nil value"));
        }
    }
예제 #29
0
 protected void OnLoadDone2(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> obj)
 {
     explosionPr = obj.Result;
     explosionPr.SetActive(false);
 }
    static int get_Status(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object> obj = (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <object>)o;
            UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationStatus          ret = obj.Status;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index Status on a nil value"));
        }
    }