Пример #1
0
 public void Quit()
 {
     SoundManager.Instance.Stop("Theme");
     SoundManager.Instance.Play("Menu");
     loader.LoadScene("MainTitle");
     Destroy(loader.gameObject);
     Time.timeScale = 1;
 }
Пример #2
0
    public bool EndQuest()
    {
        //SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);

        ProgressSceneLoader sceneLoader = Global.Component.GetProgressSceneLoader();

        sceneLoader.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);

        return(true);
    }
Пример #3
0
 public void Victory()
 {
     //SceneManager.LoadScene("Scene2");
     //Sauvegarde de la vie/Data
     //ICI
     life   = playerLife.health;
     weapon = playerWeapon.weaponEquiped;
     loader.SaveData(life, weapon);
     loader.LoadScene(nextScene);
 }
Пример #4
0
    public void Play()
    {
        ProgressSceneLoader sceneLoader = Global.Component.GetProgressSceneLoader();

        sceneLoader.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
    }
Пример #5
0
    private void Start()
    {
        PLAYER_SPEED = new DebugCommand("player_speed", "change player speed", "player_speed <float>", (arg) =>
        {
            GameObject player = Global.Obj.GetPlayerGameObject();
            player.GetComponent <PlayerMovement>().speed = float.Parse(arg, CultureInfo.InvariantCulture.NumberFormat);
        });

        FPS = new DebugCommand("fps", "shows fps", "fsp <on/off>", (arg) =>
        {
            GameObject fpsWindow = GameObject.Find("fpsWindow").gameObject;

            if (arg == "on")
            {
                fpsWindow.GetComponent <FPSCounter>().TurnFps(true);
            }
            else if (arg == "off")
            {
                fpsWindow.GetComponent <FPSCounter>().TurnFps(false);
            }
        });

        SCENE_LOAD = new DebugCommand("scene", "change scene", "scene <int>", (arg) =>
        {
            ProgressSceneLoader sceneLoader = Global.Component.GetProgressSceneLoader();
            sceneLoader.LoadScene(int.Parse(arg));
        });

        MOTION_BLUR = new DebugCommand("motion_blur", "change scene", "motion_blur <on/off>", (arg) =>
        {
            Volume volume         = GameObject.Find("Global Volume").GetComponent <Volume>();
            MotionBlur motionBlur = null;

            volume.profile.TryGet(out motionBlur);

            if (arg == "on")
            {
                motionBlur.active = true;
            }
            else if (arg == "off")
            {
                motionBlur.active = false;
            }
        });

        MOTION_BLUR_INTENCITY = new DebugCommand("motion_blur_intensity", "motion blure intencity", "motion_blur_intensity <int>", (arg) =>
        {
            Volume volume         = GameObject.Find("Global Volume").GetComponent <Volume>();
            MotionBlur motionBlur = null;

            volume.profile.TryGet(out motionBlur);

            motionBlur.intensity.value = float.Parse(arg, CultureInfo.InvariantCulture.NumberFormat);
        });

        MOTION_BLUR_CLAMP = new DebugCommand("motion_blur_clamp", "motion blure clamp", "motion_blur_clamp <int>", (arg) =>
        {
            Volume volume         = GameObject.Find("Global Volume").GetComponent <Volume>();
            MotionBlur motionBlur = null;

            volume.profile.TryGet(out motionBlur);

            motionBlur.clamp.value = float.Parse(arg, CultureInfo.InvariantCulture.NumberFormat);
        });;

        commandList = new List <object>
        {
            PLAYER_SPEED,
            FPS,
            SCENE_LOAD,
            MOTION_BLUR,
            MOTION_BLUR_INTENCITY,
            MOTION_BLUR_CLAMP
        };
    }