public void LoadCharacter() { var ao = SceneManager.LoadSceneAsync("Lobby"); LoadingProgressBar.StartLoad(ao, 0); characterByteArray = File.ReadAllBytes(Application.persistentDataPath + "/characters/" + selectedCharacterName + ".character"); }
public static IEnumerator Generate() { LoadingProgressBar.UpdateProgressText("Generating Trees"); yield return(OverworldGenerator.instance.StartCoroutine(GenerateObjects(treePercentage, OverworldGenerator.instance.trees, 6))); yield return(null); LoadingProgressBar.UpdateProgressText("Generating Bushes"); yield return(OverworldGenerator.instance.StartCoroutine(GenerateObjects(bushPercentage, OverworldGenerator.instance.bushes, 7))); yield return(null); LoadingProgressBar.UpdateProgressText("Generating Leaves"); yield return(OverworldGenerator.instance.StartCoroutine(GenerateObjects(leavesPercentage, OverworldGenerator.instance.leaves, 8))); yield return(null); LoadingProgressBar.UpdateProgressText("Generating Rocks"); yield return(OverworldGenerator.instance.StartCoroutine(GenerateObjects(rockPercentage, OverworldGenerator.instance.rocks, 9))); yield return(null); LoadingProgressBar.UpdateProgressText("Generating Flowers"); yield return(OverworldGenerator.instance.StartCoroutine(GenerateObjects(flowersPercentage, OverworldGenerator.instance.flowers, 10))); yield return(null); }
public static IEnumerator Generate() { LoadingProgressBar.UpdateProgressText("Adding Dungeons"); yield return(OverworldGenerator.instance.StartCoroutine(AddLandmarks())); yield return(null); }
private async void ReportProgress(object sender, ProgressReportModel e) { if (e != null) { await LoadingProgressBar.ProgressTo(e.PercentageComplete, 1000, Easing.Linear); } }
public IEnumerator Generate() { if (loadedPreviouslyMadeWorld) { OverworldLoader.Load(); } else { yield return(StartCoroutine(GenerateElevations())); } yield return(StartCoroutine(OverworldTerrainGenerator.Generate())); yield return(StartCoroutine(OverworldPrefabGenerator.Generate())); if (loadedPreviouslyMadeWorld) { OverworldLandmarkGenerator.Load(); } else { yield return(StartCoroutine(OverworldLandmarkGenerator.Generate())); } SetStartGameCharacterPosition(); GetComponent <NavMeshSurface>().BuildNavMesh(); yield return(StartCoroutine(OverworldEncounterGenerator.Generate())); Camera.main.GetComponent <Desaturate>().enabled = false; LoadingProgressBar.EndLoad(); }
//Pretty much the only Start() method in the whole program. void Start() { //Instantiate the loading bar. GameObject instantiatedLoadingBar = (GameObject)(Instantiate(loadingBar, Vector3.zero, Quaternion.identity)); createdLoadingBar = instantiatedLoadingBar.GetComponent <LoadingProgressBar> (); //A coroutine has to be used, so that the program does not continue before the level has been loaded. StartCoroutine(LoadEverything()); }
// Start is called before the first frame update void Start() { text.gameObject.SetActive(false); progressBar.gameObject.SetActive(false); if (instance != null) { Destroy(instance.gameObject); } instance = this; }
// Update is called once per frame void Update() { if (onWayDown && !saveBlocker.currentlySaving) { PlayerCharacter.localPlayer.GetComponent <AudioGenerator>().PlaySoundByName("sfx_downstairs"); var ao = SceneManager.LoadSceneAsync("Dungeon"); LoadingProgressBar.StartLoad(ao, 0); onWayDown = false; } }
// Update is called once per frame void Update() { if (onWayOut && !saveBlocker.currentlySaving) { PlayerCharacter.localPlayer.GetComponent <AudioGenerator>().PlaySoundByName("sfx_upstairs"); var ao = SceneManager.LoadSceneAsync("Overworld"); LoadingProgressBar.StartLoad(ao, 1); onWayOut = false; } }
public static IEnumerator Generate() { LoadingProgressBar.UpdateProgressText("Adding Monsters"); OverworldGenerator.instance.UpdateProgress(12, 0f); for (int i = 0; i < 40; i++) { AddEncounter(); if (i % 4 == 0) { OverworldGenerator.instance.UpdateProgress(12, i / 20f); yield return(null); } } }
public void Update() { if (onWayDownstairs && !saveBlocker.currentlySaving) { character.GetComponent <AudioGenerator>().PlaySoundByName("sfx_downstairs"); //foreach (var player in PlayerCharacter.players) player.ready = false; //LobbyManager.singleton.ServerChangeScene("Generated Level"); var ao = SceneManager.LoadSceneAsync("Generated Level"); LoadingProgressBar.StartLoad(ao, 0); SceneInitializer.instance.currentCharPosition = destination; SceneManager.sceneLoaded += SceneInitializer.instance.OnSceneLoaded; onWayDownstairs = false; } }
private IEnumerator GenerateElevations() { LoadingProgressBar.UpdateProgressText("Generating terrain heights"); GeneratePerlinNoiseHeights(); yield return(null); LoadingProgressBar.UpdateProgressText("Adding Rivers"); yield return(StartCoroutine(OverworldRiverGenerator.AddRivers())); yield return(null); LoadingProgressBar.UpdateProgressText("Widening Rivers"); yield return(StartCoroutine(OverworldRiverGenerator.WidenRivers())); yield return(null); }
// Use this for initialization void Start() { if (instance != null) { Destroy(gameObject); Destroy(this); return; } else { instance = this; } progress = 0f; LoadingProgressBar.StartSecondaryLoadPhase(); StartCoroutine(Generate()); }
// Update is called once per frame void Update() { if (onWayUp && !saveBlocker.currentlySaving) { //PlayerCharacter.localPlayer.GetComponent<AudioGenerator>().PlaySoundByName("sfx_downstairs"); foreach (var player in PlayerCharacter.players) { player.ready = false; } //LobbyManager.singleton.ServerChangeScene("Overworld"); var ao = SceneManager.LoadSceneAsync("Overworld"); LoadingProgressBar.StartLoad(ao, 1); SceneManager.sceneLoaded += SceneInitializer.instance.OnNexusSceneLoaded; onWayUp = false; } }
public static IEnumerator Generate() { LoadingProgressBar.UpdateProgressText("Generating Terrain Object"); yield return(OverworldGenerator.instance.StartCoroutine(GenerateTerrainObject(OverworldGenerator.loadedPreviouslyMadeWorld))); yield return(null); LoadingProgressBar.UpdateProgressText("Generating Alpha Map"); yield return(OverworldGenerator.instance.StartCoroutine(GenerateAlphaMap())); yield return(null); LoadingProgressBar.UpdateProgressText("Generating Terrain Details"); yield return(OverworldGenerator.instance.StartCoroutine(GenerateDetails())); yield return(null); }
private void LoadInitialScene() { WorldGenerator.FetchWorlds(); if (!WorldGenerator.worlds.Contains(CharacterSelectScreen.selectedCharacterName)) { WorldGenerator.CreateWorld(CharacterSelectScreen.selectedCharacterName); } if (LobbyManager.singleton == null) { LobbyManager.singleton = new LobbyManager(); } LobbyManager.singleton.worldByteArray = File.ReadAllBytes(Application.persistentDataPath + "/worlds/" + CharacterSelectScreen.selectedCharacterName + ".world"); var ao = SceneManager.LoadSceneAsync("Starting Area"); LoadingProgressBar.StartLoad(ao, 0); var player = Instantiate(playerPrefab); player.GetComponent <PlayerCharacter>().isMe = true; }
public void Awake() { instance = this; }