Exemplo n.º 1
0
        /// <summary>
        /// シーン遷移処理
        /// </summary>
        public void SceneTransition()
        {
            switch (_nextOrder)
            {
            case TransitionOrder.New:
                NewTransition();
                break;

            case TransitionOrder.Back:
                BackTransition();
                break;
            }

            _nextOrder          = TransitionOrder.None;
            _nextSceneCondition = null;
            _nextTransitionInfo = null;
        }
Exemplo n.º 2
0
 /// <summary>
 /// シーン遷移指定:前のシーンに戻る
 /// </summary>
 public void BackScene()
 {
     _nextOrder = TransitionOrder.Back;
     _nextSceneCondition = null;
 }
Exemplo n.º 3
0
        /// <summary>
        /// シーン遷移処理
        /// </summary>
        public void SceneTransition()
        {
            switch (_nextOrder)
            {
                case TransitionOrder.New:
                    NewTransition();
                    break;
                case TransitionOrder.Back:
                    BackTransition();
                    break;
            }

            _nextOrder = TransitionOrder.None;
            _nextSceneCondition = null;
            _nextTransitionInfo = null;
        }
Exemplo n.º 4
0
 /// <summary>
 /// シーン遷移指定:新しいシーンの作成
 /// </summary>
 /// <param name="nextSceneCondition"></param>
 /// <param name="transitionInfo"></param>
 public void NewScene(SceneCondition nextSceneCondition, TransitionInfo transitionInfo)
 {
     _nextOrder = TransitionOrder.New;
     _nextSceneCondition = nextSceneCondition;
     _nextTransitionInfo = transitionInfo;
 }
Exemplo n.º 5
0
 /// <summary>
 /// シーン遷移指定:前のシーンに戻る
 /// </summary>
 public void BackScene()
 {
     _nextOrder          = TransitionOrder.Back;
     _nextSceneCondition = null;
 }
Exemplo n.º 6
0
 /// <summary>
 /// シーン遷移指定:新しいシーンの作成
 /// </summary>
 /// <param name="nextSceneCondition"></param>
 /// <param name="transitionInfo"></param>
 public void NewScene(SceneCondition nextSceneCondition, TransitionInfo transitionInfo)
 {
     _nextOrder          = TransitionOrder.New;
     _nextSceneCondition = nextSceneCondition;
     _nextTransitionInfo = transitionInfo;
 }