protected override void OnStarting() { base.OnStarting(); var startState = new LoadingState(GameStateManager, this); GameStateManager.Load(startState); }
IEnumerator Loading(AsyncOperation progress, LoadingScreenBehaviour ls) { ls.Begin(); LoadingState state = ls.state; while (!progress.isDone) { state.Callback("LoadingScene", progress.progress); yield return(null); } List <Action> doneListeners = new List <Action>(); var initializer = GetInitializer(); if (initializer != null) { state.Callback("InitializingScene", 0); yield return(null); AsyncProcessor processor = new AsyncProcessor(this); yield return(initializer.Initialize(processor, doneListeners.Add, state)); yield return(new WaitUntil(processor.allDone)); } ls.End(); Done(); foreach (var dl in doneListeners) { dl.Invoke(); } }
private IEnumerator Load(Func <AsyncOperation> onLoad, float fadeTime) { while (!_loadingDone) { yield return(new WaitForSeconds(0.1f)); } _loadingState = LoadingState.LOADING; StartCoroutine(AnimateLoadingText()); Time.timeScale = 0.0f; _fadeTime = fadeTime; _fadeTween = _loadingScreenContainer.DOFade(1.0f, fadeTime).SetUpdate(true); _fadeTween.onComplete = () => { if (onLoad != null) { _asyncOp = onLoad(); } if (_asyncOp == null) { _loadingState = LoadingState.DONE; _startTime = Time.realtimeSinceStartup; } }; yield break; }
protected /*virtual*/ void Awake() { foreach(AGameState each in GetComponents<AGameState>()) { if(states.ContainsKey(each.ID)) { Debug.LogError("States ID found twice : " + each.ID.ToString()); } else { states.Add(each.ID, each); } if(each is ExitState) { exit = each as ExitState; } if(each is LoadingState) { loading = each as LoadingState; } each.SetGameMode(this); } Enter(); }
/// <summary> /// Loads the given level from the storage device /// </summary> /// <param name="serviceProvider">Provides the content reference</param> /// <param name="levelIndex">The level index to load</param> public ContentLoader(Game game, AsyncCallback callback, String filename) : base(game) { content = game.Content; this.filename = filename; loadingState = LoadingState.ReadyToSelectStorageDevice; }
public TickStateController Create(ITAlertPhotonClient photonClient) { var simulationSummary = new SimulationSummary.SimulationSummary(); // Loading var loadingState = new LoadingState(new LoadingStateInput()); loadingState.AddTransitions(new OnCompletedTransition(loadingState, LoginState.StateName)); // Login var loginState = new LoginState(); loginState.AddTransitions(new OnCompletedTransition(loginState, MenuState.StateName)); // Menu var menuState = new MenuState(photonClient); // Room var roomStateInput = new RoomStateInput(photonClient); var roomState = new RoomState(roomStateInput, photonClient, simulationSummary); // Test Simulation Summary var simulationSummaryStateInput = new SimulationSummaryStateInput(simulationSummary); var simulationSummaryState = new SimulationSummaryState(simulationSummaryStateInput, simulationSummary); // Add states to controller var stateController = new TickStateController(loadingState, loginState, menuState, roomState, simulationSummaryState); stateController.SetParent(ParentStateController); roomState.SetSubstateParentController(stateController); menuState.SetSubstateParentController(stateController); return stateController; }
void Update() { if (mState == LoadingState.Loading) { UICenter.Instance.SetProgress(req.progress); if (req.isDone) { curPrefab = req.asset as GameObject; GameObject building_obj = GameObject.Instantiate(curPrefab, Vector3.zero, Quaternion.identity, transform); Building building = building_obj.GetComponent <Building> (); building.Initialize(); curObject = building_obj; mState = LoadingState.Idle; UICenter.Instance.MaskDisappear(); StopCoroutine(loadCoroutine); onLoadComplete(); onLoadComplete = null; req = null; loadCoroutine = null; } else { UICenter.Instance.SetProgress(req.progress); } } }
public LoadingProceedCommandHandler(GameStateMachine gameStateMachine, LoadingState loadingState, MainMenuState mainMenuState) { _gameStateMachine = gameStateMachine; _mainMenuState = mainMenuState; _loadingState = loadingState; }
private async void LoadNewAssets() { loadingState = LoadingState.LoadingNewAssets; await requestedState.Load(); CollectGarbage(); }
private void bgwProcess_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e) { if (state == LoadingState.Load) { if (MoneyDataKeeper.Instance.FileIsEncrypted()) { showPasswordControls(); } else { state = LoadingState.Activate; bgwProcess.RunWorkerAsync(); } } else if (state == LoadingState.Decrypt) { state = LoadingState.Activate; bgwProcess.RunWorkerAsync(); } else if (state == LoadingState.Redecrypt) { showPasswordControls(); lblPleaseEnterPassword.ForeColor = Color.Red; lblPleaseEnterPassword.Text = Resources.Labels.PasswordIncorrect; } else if (state == LoadingState.Activate) { this.DialogResult = DialogResult.OK; this.Close(); } }
public async Task <ActionResult> LoadSessionAsync() { var user = _userManager.Users.First(); var loginUser = new LoadingState() { User = new RegisterUserDTO() { Email = user.Email, Name = user.UserName }, Token = await GerarJWT(user.Email), }; return(Ok(loginUser)); //var user = new IdentityUser { UserName = loginUserDTO.Email }; //var result = await _singnInManeger.PasswordSignInAsync(loginUserDTO.Email, loginUserDTO.Password, false, true); //if (result.Succeeded) //{ // var loginUser = new AccessManager() // { // User = loginUserDTO, // Token = await GerarJWT(loginUserDTO.Email) // }; // return Ok(loginUser); //} }
public override void Update(GameTime gameTime) { switch (loadingState) { case LoadingState.Fonts: LoadFonts(); loadingState = LoadingState.Textures; break; case LoadingState.Textures: LoadTextures(); loadingState = LoadingState.Sounds; break; case LoadingState.Sounds: LoadSounds(); loadingState = LoadingState.Completed; break; case LoadingState.Completed: NewMessenger.Default.Send <ViewStateChangedMessage>(new ViewStateChangedMessage { ViewState = ViewState.Menu }); break; } }
public async Task CheckForNewEventsAsync() { // var searchPage = (Application.Current as App)?.HomePage.GenSearchPage; var dontShowFurtherToasts = false; if (GlobalVars.isSyncNeeded && _loadingState == LoadingState.NotLoading) { _loadingState = LoadingState.LoadingEvents; GlobalVars.DoToast("Now checking for updated events...", GlobalVars.ToastType.Yellow); var events = await App.GenEventManager.GetEventsAsync(await GlobalVars.serverLastSyncTime()); var toastText = ""; if (events.Count > 0) { toastText = await GlobalVars.db.SaveItemsAsync(events); } GlobalVars.lastSyncTime = DateTime.Now; if (!string.IsNullOrEmpty(toastText)) { GlobalVars.DoToast(toastText, GlobalVars.ToastType.Yellow, 10000); dontShowFurtherToasts = true; } else { GlobalVars.DoToast("All events are now up-to-date.", GlobalVars.ToastType.Green); } GlobalVars.View_GenSearchView?.UpdateEventInfo(); await CheckForNewGlobalVarsAsync(dontShowFurtherToasts); } }
public void Initialize() { _states = new Dictionary <EGameState, AGameState>(); InitializeState initializeState = new InitializeState(); initializeState.Initialize(EGameState.INITIALIZE); _states.Add(EGameState.INITIALIZE, initializeState); LoadingState loadingState = new LoadingState(); loadingState.Initialize(EGameState.LOADING); _states.Add(EGameState.LOADING, loadingState); MainMenuState mainMenuState = new MainMenuState(); mainMenuState.Initialize(EGameState.MAINMENU); _states.Add(EGameState.MAINMENU, mainMenuState); GameState gameState = new GameState(); gameState.Initialize(EGameState.GAME); _states.Add(EGameState.GAME, gameState); _currentStateType = EGameState.INITIALIZE; CurrentState.EnterState(); }
public override bool MoveNext() { if (IsMainLoader && _State == LoadingState.Pre && (int)f_PC.GetValue(Inner) == 3) { _State = LoadingState.Loading; } if (_State == LoadingState.Loading) { Current = null; if (MultiSceneLoader.Instance != null && !MultiSceneLoader.Instance.HasFinishedLoading) { return(true); // Wait until loading finished. } _State = LoadingState.Post; // Return control to the inner or any further wrapper. Current = OnLoadFinished?.InvokePassing(Inner, SceneManager.GetSceneByName(SceneName)) ?? Inner; return(true); } if (_State == LoadingState.Post) { Current = null; return(false); } if (_State != LoadingState.Loading) { bool move = Inner.MoveNext(); Current = Inner.Current; return(move); } return(true); }
public void Initialize() { LoadingState = LoadingState.Loading; Debug.Log("Initialize SaveService"); _lifeCycleService.ApplicationPause.Subscribe(val => { if (val) { Save(); } }); _lifeCycleService.ApplicationQuitStream.Subscribe(val => { Save(); }); _saveList.AddRange(_diContainer.ResolveAll <IAutoPersistent>()); Load(); foreach (var element in _saveList) { element.OnLoaded(); } LoadingState = LoadingState.Loaded; }
public static IGameState GetState(int index) { IGameState state; switch (index) { case 0: state = new LoadingState(); break; case 1: state = new MenuState(); break; case 2: state = new OverworldState(); break; case 3: state = new CutsceneState(); break; default: state = new LoadingState(); break; } return(state); }
private void StartLoad() { _Action = null; //_Isloading = true; _Action = delegate { C_MonoSingleton <C_SceneMgr> .GetInstance().LoadScene(m_SceneQueue.Dequeue(), "StageLoading", () => { NextStep(); }); }; if (!string.IsNullOrEmpty(_PreLoadFile)) { // _StartPreloadRes = true; _LoadingState = LoadingState.load_ab; C_MonoSingleton <PreLoadResMgr> .Instance.StartLoadRes(_PreLoadFile); } else { //_StartPreloadRes = false; _LoadingState = LoadingState.load_scene; _Action(); } }
protected /*virtual*/ void Awake() { foreach (AGameState each in GetComponents <AGameState>()) { if (states.ContainsKey(each.ID)) { Debug.LogError("States ID found twice : " + each.ID.ToString()); } else { states.Add(each.ID, each); } if (each is ExitState) { exit = each as ExitState; } if (each is LoadingState) { loading = each as LoadingState; } each.SetGameMode(this); } Enter(); }
public void OnLevelLoaded(SceneSerializationType type) { // Debug.Log("On level loaded delegate firing"); loadingDialogue.SetActive(false); // WebGLComm.inst.Debug("UTY.levelloader.onlevel loaded (deleagte)"); GameManager.inst.RestartLevelTimer(); if (onLevelLoadedDelegate != null) { // WebGLComm.inst.Debug("UTY.levelloader delegate:"+onLevelLoadedDelegate.ToString()); onLevelLoadedDelegate(); } if (LevelBuilder.inst.levelBuilderIsShowing && LevelBuilder.inst.firstTimeOpened) { LevelBuilder.inst.ActionCenterOnPlayer(); } GameManager.inst.NewLevelWasLoaded(); if (LevelBuilder.inst.levelBuilderIsShowing) { GameManager.inst.SetGameState(GameState.Editing); } else { GameManager.inst.SetGameState(GameState.Playing); } state = LoadingState.Ready; // StartCoroutine(GameStartedAfterSeconds(.2f)); // can't do this same frame because old stuff will get touched and new instantiated stuff isnt there yet. // Player.inst.SetPlayerLocationForGameStarted(); }
public void InitializeVideoImage() { if (_videoImage != null) { return; } if (HasThumbnail || HasMoviePicture) { _videosImageLoadingState = LoadingState.Loaded; Task.Run(async() => { await DispatchHelper.InvokeInUIThreadHighPriority(async() => { VideoImage = await GetBitmap(); }); }); } else if (_videosImageLoadingState == LoadingState.NotLoaded) { _videosImageLoadingState = LoadingState.Loading; Locator.MediaLibrary.GenerateVideoThumbnailAsync(this); } }
public void UpdateProgress(LoadingState state, int percentage, string substring = null) { switch (state) { case LoadingState.ConnectingToServer: // Text = "Connecting to server..."; _textDisplay.TranslationKey = "connect.connecting"; break; case LoadingState.LoadingChunks: // Text = $"Loading chunks..."; _textDisplay.TranslationKey = _connectingToServer ? "multiplayer.downloadingTerrain" : "menu.loadingLevel"; break; case LoadingState.GeneratingVertices: // Text = $"Building world..."; _textDisplay.TranslationKey = "menu.generatingTerrain"; break; case LoadingState.Spawning: // Text = $"Getting ready..."; _textDisplay.TranslationKey = "connect.joining"; break; } UpdateProgress(percentage); CurrentState = state; Percentage = percentage; SubText = substring; }
//Folder/Open private void OpenToolStripMenuItem1_Click(Object sender, EventArgs e) { var openFileDialog = new VistaFolderBrowserDialog(); var bLaunch = false; openFileDialog.Description = "Select a folder to convert"; if (openFileDialog.ShowDialog() == DialogResult.OK) { //check if we are inside a GameData folder if (FolderLoader.ValidDirectory(openFileDialog.SelectedPath)) { bLaunch = true; } else { if (MessageBox.Show("This folder does not seems to be inside a GameData folder. Proceed anyway?", "Invalid Directory?", MessageBoxButtons.YesNo) == DialogResult.Yes) { bLaunch = true; } } } if (bLaunch) { //switch the loading state to "folder" currentLoadingState = LoadingState.Folder; //refresh the "folder" container loadedFolder = openFileDialog.SelectedPath; //show informations about folder FolderLoader.RefreshInfo(openFileDialog.SelectedPath, true, true); } CheckToolStripItems(); CheckGroupBoxItems(); }
private void StartUnLoad() { // _Isloading = true; _Action = null; _Action = delegate { C_MonoSingleton <C_SceneMgr> .GetInstance().UnloadSceneAsync(m_UnloadSceneQueue.Dequeue(), "StageLoading", () => { UnLoadNextStep(); }); }; // _Action(); // _StartPreloadRes = false; if (!string.IsNullOrEmpty(_UnloadResFile)) { // _StartPreloadRes = true; C_MonoSingleton <PreLoadResMgr> .Instance.ForceUnloadABRes(_UnloadResFile); _LoadingState = LoadingState.unload_ab; } else { //_StartPreloadRes = false; _LoadingState = LoadingState.unload_scene; _Action(); } }
private void UpdateState(LoadingState state) { Debug("New State: " + state.ToString()); if (_state != state) { _state = state; switch (state) { case LoadingState.Constructed: break; case LoadingState.StartingLoad: if (!HasContentLoaded) { if (LoadingDisplayOffset.TotalSeconds == 0.0 && _state != LoadingState.Failed) { Debug("Offset seconds of 0, going to loading state"); UpdateCover(CoverState.Loading); } else { // UpdateCover(CoverState.Blank); // ? is this necessary ? IntervalDispatcher.BeginInvoke(LoadingDisplayOffset, StartingLoadDelayExpired); } } break; case LoadingState.TemplateApplied: UpdateCover(CoverState.Blank); System.Diagnostics.Debug.Assert(IsCovered == true); break; case LoadingState.Unknown: break; case LoadingState.ContentUncovered: UpdateCover(CoverState.Blank); break; case LoadingState.ContentPresenterLoaded: case LoadingState.ContentPresenterUnloaded: case LoadingState.Failed: case LoadingState.ReadyToUncover: break; case LoadingState.TimedOut: UpdateCover(CoverState.Timeout); break; default: //#if DEBUG // throw new InvalidOperationException(); //#endif break; } } }
public override void Initialize() { LoadingState loadingState = new LoadingState(); StartMenuState startMenuState = new StartMenuState(); AddState(loadingState); AddState(startMenuState); }
private void PostCSLoadingState(LoadingState state, float progress = 0f) { userInf.Clear(); userInf["state"] = state; userInf["progress"] = progress; NotificationCenter.Instance.PostNotification(GameConst.NOTIFY_HANDLE_UI_LOAD_PROCESS, null, userInf); }
/// <summary> /// Constructor. MUST use graphics device for creating extra textures, and /// using the viewport /// </summary> /// <param name="theGraphicsDevice"></param> public Level(GraphicsDevice theGraphicsDevice, string levelId) { myGraphicsDevice = theGraphicsDevice; loadedState = LoadingState.uninitialized; runningState = CompletionState.running; myLevelId = levelId; deathStrings = new List<string> {"humiliated", "pwned", "destroyed", "demolished", "embarrassed", "O.J. Simpson'ed", "gutted", "fatalatied", "slapped" }; }
public SceneController( ISceneTransition transition, ISceneReference startScene) { _transition = transition; _currentScene = startScene; _loadingState = LoadingState.Idle; }
private IState GetStateMachineSwitchState() { IStateMachine playerControlStateMachine = player.GetComponent <PlayerControlStateMachine>(); IStateMachine playerStateMachine = player.GetComponent <PlayerStateMachine>(); IState loadingState = new LoadingState(player); return(new SwitchStateMachineState(playerControlStateMachine, playerStateMachine, loadingState)); }
protected virtual string GetPlaceholderText(LoadingState state, KTreeNodes children) { if (PlaceholderText == null) { return(null); } return(PlaceholderText(Children.Parent, state, children)); }
void DataLoader_LoadingStateChanged(object sender, LoadingStateChangedEventArgs e) { if (loadingState != LoadingState.InProgress && e.LoadingState == LoadingState.InProgress) { GLib.Timeout.Add(ShowProgressbarDelay, new GLib.TimeoutHandler(StartLoadProgress)); } loadingState = e.LoadingState; }
public override void _Ready() { VisualServer.SetDefaultClearColor(Color.Color8(0, 0, 0, 255)); AddChild(ARVROrigin = new ARVROrigin()); ARVROrigin.AddChild(ARVRCamera = new ARVRCamera() { Current = true, }); ARVROrigin.AddChild(LeftController = new ARVRController() { ControllerId = 1, }); LeftController.AddChild(GD.Load <PackedScene>("res://OQ_Toolkit/OQ_ARVRController/models3d/OculusQuestTouchController_Left.gltf").Instance()); ARVROrigin.AddChild(RightController = new ARVRController() { ControllerId = 2, }); RightController.AddChild(GD.Load <PackedScene>("res://OQ_Toolkit/OQ_ARVRController/models3d/OculusQuestTouchController_Right.gltf").Instance()); AddChild(new WorldEnvironment() { Environment = new Godot.Environment() { BackgroundColor = Color.Color8(0, 0, 0, 255), BackgroundMode = Godot.Environment.BGMode.Color, }, }); AddChild(DosScreen = new DosScreen() { GlobalTransform = new Transform(Basis.Identity, new Vector3(0, 0, -2)), }); DosScreen.Screen.WriteLine("Platform detected: " + OS.GetName()); switch (OS.GetName()) { case "Android": Path = "/storage/emulated/0/"; ARVRInterface = ARVRServer.FindInterface("OVRMobile"); State = PermissionsGranted ? LoadingState.DOWNLOAD_SHAREWARE : LoadingState.ASK_PERMISSION; break; default: ARVRInterface = ARVRServer.FindInterface("OpenVR"); State = LoadingState.DOWNLOAD_SHAREWARE; break; } if (ARVRInterface != null && ARVRInterface.Initialize()) { GetViewport().Arvr = true; } LeftController.Connect("button_pressed", this, nameof(ButtonPressed)); RightController.Connect("button_pressed", this, nameof(ButtonPressed)); }
private void bgwProcess_DoWork(object sender, DoWorkEventArgs e) { LocalizationHelper.SetThreadLocale(); if (state == LoadingState.Load) { MoneyDataKeeper.Instance.FilePreLoad(); } else if (state == LoadingState.Activate) { MoneyDataKeeper.Instance.FileActivate(); } else if (state == LoadingState.Decrypt) { if (!MoneyDataKeeper.Instance.FileTryDecrypt()) { state = LoadingState.Redecrypt; } } }
void ChangeStates(LoadingState ls) { m_curState = ls; switch(ls) { case LoadingState.Idle: LockPlayer(false); break; case LoadingState.FadeIn: LockPlayer(true); break; case LoadingState.LoadScene: LockPlayer(true); break; case LoadingState.FadeOut: LockPlayer(true); break; } }
void LoadingThread() { // Border myBlankTexture = new Texture2D(myGraphicsDevice, 1, 1); myBlankTexture.SetData(new[] { Color.White }); // load level by parsing XML lock (locker) { myLevelSprites.Clear(); LevelData levelData = myContent.Load<LevelData>("levels/" + myLevelId); foreach (SpriteData curSprite in levelData.sprites) { // Loads the sprite MovingSprite dummySprite = new MovingSprite(curSprite.textureName, myGraphicsDevice.Viewport.Width, (collisionTypes)curSprite.obstacleType); dummySprite.LoadContent(myContent); // Set the sprite properties dummySprite.scale = curSprite.scale; dummySprite.color = curSprite.color; dummySprite.position = curSprite.position; dummySprite.repeat = curSprite.repeat; dummySprite.setSpeed(curSprite.gameSpeed); dummySprite.rotation = curSprite.rotation; dummySprite.rotationSpeed = curSprite.rotationSpeed; dummySprite.rotationDirection = curSprite.rotationDirection; dummySprite.Changed += new ChangedEventHandler(catchCollisionPhase); // ****** TEMPORARY!!! Until proper collision detection is implemented ******* / if (myCollidedSprite == null && dummySprite.getCollisionType() == collisionTypes.OBSTACLE) myCollidedSprite = dummySprite; myLevelSprites.Add(dummySprite); } // Load players myPlayer.LoadContent(myContent); myPlayer.Changed += new ChangedEventHandler(catchPlayerState); if (!playerList.list().Contains(myPlayer)) playerList.list().Add(myPlayer); loadedState = LoadingState.complete; } }
private void btnOk_Click(object sender, EventArgs e) { if ((state == LoadingState.Load) || (state == LoadingState.Redecrypt)) { MoneyDataKeeper.Instance.Password = tbPassword.Text; state = LoadingState.Decrypt; hidePasswordControls(); bgwProcess.RunWorkerAsync(); } }
void LoginCallback(ILoginResult result) { Debug.Log("LoginCallback access token: " + Facebook.Unity.AccessToken.CurrentAccessToken.TokenString); if (FB.IsLoggedIn) { isLogin = true; OnLoggedIn(); loadingState = LoadingState.WAITING_FOR_INITIAL_PLAYER_DATA; getFriendLevels(); } }
private void SetInit() { Util.Log("SetInit"); enabled = true; // "enabled" is a property inherited from MonoBehaviour if (FB.IsLoggedIn) { Util.Log("Already logged in"); OnLoggedIn(); loadingState = LoadingState.WAITING_FOR_INITIAL_PLAYER_DATA; } else { loadingState = LoadingState.DONE; } }
void checkIfUserDataReady() { Util.Log("checkIfUserDataReady"); if (loadingState == LoadingState.WAITING_FOR_INITIAL_PLAYER_DATA && haveUserPicture && !string.IsNullOrEmpty(GameStateManager.Username)) { Util.Log("user data ready"); loadingState = LoadingState.DONE; } }
private void SetState(LoadingState state, string message) { State = state; Message = message; }
public void ResetGo() { _animator.SetBool("Start", false); _animator.SetBool("Restart", false); _animator.SetInteger("Target", 0); BroadcastLoadingAnimDone(); _loadingState = LoadingState.Playing; _goScreen = false; if (!_isGameplayScene) GameManager.instance.SetGameState(_IntendedGameStateAfterLoading); }
public void SetStateMiddle() { _loadingState = LoadingState.Middle; }
private void EnterScreens() { SetDisplay(); _loadingState = LoadingState.Enter; _animator.SetInteger("Target", UnityEngine.Random.Range(1, 4)); _delayManager.AddDelay(_minimumLoadTime); _displayLoading = true; StartCoroutine(ChangeLoadingText()); }
/// <summary> /// Transitions the SavingState through the saving process. /// Handles selecting the storage device, opening the storage container, and executing the save function /// </summary> private void UpdateLoading() { switch (loadingState) { case LoadingState.ReadyToSelectStorageDevice: #if XBOX if (!Guide.IsVisible) #endif { asyncResult = StorageDevice.BeginShowSelector(playerIndex, null, null); loadingState = LoadingState.SelectingStorageDevice; } break; case LoadingState.SelectingStorageDevice: if (asyncResult.IsCompleted) { storageDevice = StorageDevice.EndShowSelector(asyncResult); loadingState = LoadingState.ReadyToOpenStorageContainer; } break; case LoadingState.ReadyToOpenStorageContainer: if (storageDevice == null || !storageDevice.IsConnected) { loadingState = LoadingState.ReadyToSelectStorageDevice; } else { asyncResult = storageDevice.BeginOpenContainer("EditorStorageContainer", null, null); loadingState = LoadingState.OpeningStorageContainer; } break; case LoadingState.OpeningStorageContainer: if (asyncResult.IsCompleted) { storageContainer = storageDevice.EndOpenContainer(asyncResult); loadingState = LoadingState.ReadyToLoad; } break; case LoadingState.ReadyToLoad: if (storageContainer == null) { loadingState = LoadingState.ReadyToOpenStorageContainer; } else { try { Load(filename); } catch (IOException e) { // Replace with in game dialog notifying user of error Console.Out.WriteLine(e.Message); } finally { storageContainer.Dispose(); storageContainer = null; loadingState = LoadingState.NotLoading; } } break; } }
public FileLoadingEventArgs(string file, LoadingState state) { FileName = file; State = state; }
void checkIfUserDataReady() { Debug.Log("checkIfUserDataReady"); if (loadingState == LoadingState.WAITING_FOR_INITIAL_PLAYER_DATA) { Debug.Log("user data ready"); loadingState = LoadingState.DONE; } }
private void PleaseWaitForm_Load(object sender, EventArgs e) { state = LoadingState.Load; bgwProcess.RunWorkerAsync(); }
private void LoadLevel(ContentManager theContent) { // Start level loading thread loadedState = LoadingState.loading; myContent = theContent; GameOverTextLarge = myContent.Load<SpriteFont>("Fixedsys_large"); GameOverTextSmall = myContent.Load<SpriteFont>("Fixedsys_small"); // Emit signal to let the game know to start loading video if (loadingSignal != null) loadingSignal(this, true); Thread loadLevelThread = new Thread(LoadingThread); loadLevelThread.Start(); }
private bool GoScreen() { _loadingState = LoadingState.Exit; _animator.SetBool("Start", true); return true; }
/// <summary> /// Sets up a Loadng event with a given starting state /// </summary> /// <param name="state"></param> public LoadingEvent(LoadingState state) { State = state; }