Exemplo n.º 1
0
    /// <summary>
    /// Update this instance.
    /// </summary>
    void Update()
    {
        switch (_gameState)
        {
        case GameState.MOVIE_PLAYING:
            if (!_movieTexture.isPlaying)
            {
                _gameState = GameState.START_FADE;
            }
            break;

        case GameState.START_FADE:
            StartCoroutine(_screenFader.FadeScreen(_fadeOutUIImage, ScreenFader.FadeType.FADE_OUT, 2.0f));
            _gameState = GameState.END_FADE;
            break;

        case GameState.END_FADE:
            if (!_screenFader.IsFading())
            {
                _gameState = GameState.LOAD_NEXT_SCENE;
            }
            break;

        case GameState.LOAD_NEXT_SCENE:
            SceneManager.LoadScene("scene_0000");
            _gameState = GameState.LOADING_SCENE;
            break;
        }
    }
Exemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        switch (_gameState)
        {
        case GameState.START_FADE:
            StartCoroutine(_screenFader.FadeScreen(_fadeImage, ScreenFader.FadeType.FADE_IN, 5.0f));
            _gameState = GameState.END_FADE;
            break;

        case GameState.END_FADE:
            if (!_screenFader.IsFading())
            {
                _gameState = GameState.START_TEXT_FADE;
            }
            break;

        case GameState.START_TEXT_FADE:
            StartCoroutine(FadeTitle(_worldMapText, ScreenFader.FadeType.FADE_IN, 2.0f));
            _gameState = GameState.END_TEXT_FADE;
            break;

        case GameState.END_TEXT_FADE:
            if (!_isFading)
            {
                _gameState = GameState.ACTIVATE_SCREEN;
            }
            break;

        case GameState.ACTIVATE_SCREEN:
            Cursor.lockState = CursorLockMode.None;
            Cursor.visible   = true;
            _gameState       = GameState.DONE;
            break;
        }
    }
Exemplo n.º 3
0
        public void Update(GameTime gameTime, MainCharacter mainCharacter, ContentManager content)
        {
            if (FadeOut && !ScreenFader.IsFading())
            {
                FadeOut         = false;
                FadeOutFinished = true;
            }

            if (FadeOutFinished && StateChange)
            {
                while (PushCount > 0)
                {
                    GameStack.Push(PushStack.Pop());
                    PushCount--;
                    StackSize++;
                }

                while (PushCount < 0)
                {
                    GameStack.Pop();
                    PushCount++;
                    StackSize--;
                }

                GameStack.Peek().Reset(this, mainCharacter, content);
                StateChange = false;

                if (FadeIn)
                {
                    ScreenFader.BeginFade(Color.Transparent, 500);
                }
            }

            if (StackSize == 0)
            {
                Console.WriteLine("Gamestack is empty. Exiting...");
                Game1.QuitGame();
            }
            GameStack.Peek().Update(this, gameTime);

            // Update the screenfader
            ScreenFader.Update(gameTime);
        }
    /// <summary>
    /// Update this instance.
    /// </summary>
    void Update()
    {
        switch (_gameState)
        {
        case GameState.START_FADE:
            Cursor.lockState = CursorLockMode.Locked;
            Cursor.visible   = false;
            StartCoroutine(_screenFader.FadeScreen(_fadeImage, ScreenFader.FadeType.FADE_OUT, 2.0f));
            _gameState = GameState.END_FADE;
            break;

        case GameState.END_FADE:
            if (!_screenFader.IsFading())
            {
                _gameState = GameState.LOAD_NEXT_SCENE;
            }
            break;

        case GameState.LOAD_NEXT_SCENE:
            SceneManager.LoadScene("ExampleScene");
            _gameState = GameState.WAITING;
            break;
        }
    }