Пример #1
0
    public void OnBtnClick()
    {
        switch (btntype)
        {
        case BTNMain.New:
            SceneLoad.LoadSceneHandle("home", 0);
            Debug.Log("새 게임");
            break;

        case BTNMain.Continue:
            SceneLoad.LoadSceneHandle("home", 1);
            Debug.Log("이어하기");
            break;

        case BTNMain.Option:
            Debug.Log("환경설정");
            OptionPanel.SetActive(true);
            break;

        case BTNMain.OptionExit:
            OptionPanel.SetActive(false);
            break;

        case BTNMain.Quit:
            Debug.Log("나가기");
            Application.Quit();
            break;
        }
    }
Пример #2
0
    void OnGUI()
    {
        Texture2D tex = new Texture2D(256, 256);

        ImageConversion.LoadImage(tex, File.ReadAllBytes("icon.png"));
        GUILayout.BeginHorizontal();
        GUILayout.Label(tex);
        GUILayout.BeginVertical(GUILayout.Height(240));
        GUILayout.FlexibleSpace();
        GUILayout.Label("HKEdit2 by nes\nAssetsTools by DerPopo\nHollow Knight by Team Cherry");
        if (GUILayout.Button("Open a new scene"))
        {
            Close();
            SceneLoad.CreateScene();
        }
        if (GUILayout.Button("Open an edited scene"))
        {
            Close();
            SceneLoad.CreateScene();
        }
        if (GUILayout.Button("Close"))
        {
            Close();
        }
        GUILayout.EndHorizontal();
    }
Пример #3
0
    void Start()
    {
        ///< 获取场景切换脚本
        sceneload = GameObject.Find("Main Camera").GetComponent<SceneLoad>();

        MainCamera = GameObject.Find("Main Camera");
    }
Пример #4
0
    void Awake()
    {
        m_VideoPlayer = GetComponent <VideoPlayer>();
        m_VideoPlayer.loopPointReached += OnMovieFinished;

        sceneLoad_script = GameObject.FindObjectOfType <SceneLoad>();
    }
Пример #5
0
    private void OnGUI()
    {
        Texture2D tex = new Texture2D(256, 256);

        ImageConversion.LoadImage(tex, File.ReadAllBytes("icon.png"));
        GUILayout.BeginHorizontal();
        GUILayout.Label(tex);
        GUILayout.BeginVertical(GUILayout.Height(240));
        GUILayout.FlexibleSpace();
        GUILayout.Label("Welcome to HKEdit2!\n\nNew features:\n" + updateFeatures);
        if (GUILayout.Button("Open a new scene"))
        {
            Close();
            SceneLoad.CreateScene();
        }
        if (GUILayout.Button("Open an edited scene"))
        {
            Close();
            SceneLoad.CreateScene();
        }
        if (GUILayout.Button("Settings"))
        {
            Close();
        }
        if (GUILayout.Button("Tutorial Playlist"))
        {
            Close();
        }
        if (GUILayout.Button("Close"))
        {
            Close();
        }
        dontShow = GUILayout.Toggle(dontShow, "Don't show this window again");
        GUILayout.EndHorizontal();
    }
        private static void OnSceneBeingLoaded(SceneOperationKind operation)
        {
            var readonlyDict = GetLoadedObjects(operation).ToReadOnlyDictionary();

            foreach (var behaviour in _registeredHandlers)
            {
                try
                {
                    behaviour.Key.OnSceneLoad(operation, readonlyDict);
                }
                catch (Exception e)
                {
                    KoikatuAPI.Logger.LogError(e);
                }
            }

            try
            {
                SceneLoad?.Invoke(KoikatuAPI.Instance, new SceneLoadEventArgs(operation, readonlyDict));
            }
            catch (Exception e)
            {
                KoikatuAPI.Logger.LogError(e);
            }
        }
Пример #7
0
        public static void Play()
        {
            GfxManager.Load();
            AudioManager.Load();

            Scene playScene = new PlayScene();
            Scene gameOverScene = new GameOverScene();

            playScene.NextScene = gameOverScene;
            gameOverScene.PreviousScene = playScene;

            CurrScene = playScene;
            CurrScene.Start();

            while (Window.IsOpened)
            {
                //float fps = 1 / Window.deltaTime;
                //Console.SetCursorPosition(0, 0);
                //if (fps < 59)
                //    Console.Write((1 / Window.deltaTime) + "                   ");

                if (Window.GetKey(KeyCode.Esc))
                    break;

                if (!CurrScene.IsPlaying)
                {
                    if (SceneToLoad == SceneLoad.Next)
                    {
                        if (CurrScene.NextScene != null)
                        {
                            CurrScene.OnExit();
                            CurrScene = CurrScene.NextScene;
                            CurrScene.Start();
                        }
                        else
                            return;
                    } else
                    {
                        if (CurrScene.PreviousScene != null)
                        {
                            CurrScene.OnExit();
                            CurrScene = CurrScene.PreviousScene;
                            CurrScene.Start();
                            SceneToLoad = SceneLoad.Next;
                        }
                        else
                            return;
                    }
                }

                CurrScene.Input();
                CurrScene.Update();
                CurrScene.Draw();

                Window.Update();
            }
        }
Пример #8
0
    // 플레이어 사망시 발생하는 루틴
    IEnumerator PlayerDie()
    {
        yield return(new WaitForSeconds(1f));

        GMExists = false;
        player.PlayerDie();
        SceneLoad.LoadSceneHandle("home", 0);
        Destroy(player.gameObject);
        Destroy(gameObject);
    }
Пример #9
0
    public void OnBtnClick()
    {
        switch (btntype)
        {
        case BTNInGame.Exit:

            GameObject go = FindObjectOfType <GameManager>().gameObject;
            GameManager.GMExists = false;
            Destroy(go);
            GameObject go2 = FindObjectOfType <Player>().gameObject;
            Player.playerExists = false;
            Destroy(go2);
            MySceneManager.Instance.ChangeScene("StartScene");

            break;

        case BTNInGame.Inventory:
            activeInventory = !activeInventory;
            inventoryPanel.SetActive(activeInventory);
            break;

        case BTNInGame.Manu:
            ManuPanel.SetActive(true);
            break;

        case BTNInGame.ManuExit:
            ManuPanel.SetActive(false);
            break;

        case BTNInGame.Status:
            activeStatus = !activeStatus;
            StatusPanel.SetActive(activeStatus);
            break;

        case BTNInGame.Option:
            OptionPanel.SetActive(true);
            break;

        case BTNInGame.OptionExit:
            OptionPanel.SetActive(false);
            break;

        case BTNInGame.Load:
            GameObject go3 = FindObjectOfType <GameManager>().gameObject;
            GameManager.GMExists = false;
            Destroy(go3);
            GameObject go4 = FindObjectOfType <Player>().gameObject;
            Player.playerExists = false;
            Destroy(go4);
            SceneLoad.LoadSceneHandle("home", 1);
            break;
        }
    }
Пример #10
0
    //Scene currentScene;
    //float timeDelay=1f;
    //float currenttime = 0;
    private void Awake()
    {
        Logs.LogD(SceneManager.GetActiveScene().name);
        GameObject[] objs = GameObject.FindGameObjectsWithTag(this.gameObject.tag);

        if (objs.Length > 1)
        {
            Destroy(this.gameObject);
            return;
        }

        DontDestroyOnLoad(this.gameObject);
        instance = this;
        m_Anim   = GetComponent <Animator>();
        m_Anim.SetBool("Loading", true);
    }
Пример #11
0
    void OnGUI()
    {
        if (am == null || strings == null || gameDataPath == string.Empty)
        {
            return;
        }
        Rect scrollViewRect    = new Rect(0, 0, position.width, position.height);
        Rect selectionGridRect = new Rect(0, 0, position.width - 20, strings.Length * 20);

        scrollPos = GUI.BeginScrollView(scrollViewRect, scrollPos, selectionGridRect);
        selected  = GUI.SelectionGrid(selectionGridRect, selected, strings, 1);
        GUI.EndScrollView();

        if (selected != -1)
        {
            string path = Path.Combine(gameDataPath, "level" + selected);
            SceneLoad.OpenScene(path);
            selected = -1;
        }
    }
Пример #12
0
        private void ChangeToScene(string sceneName, string gateName, float delay = 0f)
        {
            if (string.IsNullOrEmpty(sceneName) || string.IsNullOrEmpty(gateName))
            {
                Log("Empty string passed into ChangeToScene, ignoring");
                return;
            }

            SceneLoad load = ReflectionHelper.GetAttr <GameManager, SceneLoad>(Ref.GM, "sceneLoad");

            if (load != null)
            {
                load.Finish += () =>
                {
                    LoadScene(sceneName, gateName, delay);
                };
            }
            else
            {
                LoadScene(sceneName, gateName, delay);
            }
        }
Пример #13
0
    void Start()
    {
        instance = this;

        //      if(startAutomatically)
        //      {
        //          status = FadeStatus.FadeIn;
        //      }
        //      else
        //      {
        //          status = FadeStatus.Paused;
        //      }
        if (logoPositioning == LogoPositioning.Centered)
        {
            splashLogoPos.x = (Screen.width * 0.5f) - (splashLogo.width * 0.5f);
            splashLogoPos.y = (Screen.height * 0.5f) - (splashLogo.height * 0.5f);

            splashLogoPos.width  = splashLogo.width;
            splashLogoPos.height = splashLogo.height;
        }
        else
        {
            splashLogoPos.x = 0;
            splashLogoPos.y = 0;

            splashLogoPos.width  = Screen.width;
            splashLogoPos.height = Screen.height;
        }

        if (splashType == SplashType.LoadNextLevelThenFadeOut)
        {
            DontDestroyOnLoad(this);
        }

        if (SceneManager.sceneCount <= 1)
        {
            //Debug.LogWarning("Invalid levelToLoad value.");
        }
    }
Пример #14
0
    void OnGUI()
    {
        if (am == null || strings == null || gameDataPath == string.Empty)
        {
            GUILayout.Label("SceneSelector was unloaded. Run Load Scene By Name again.");
            return;
        }
        Rect scrollViewRect    = new Rect(0, 0, position.width, position.height);
        Rect selectionGridRect = new Rect(0, 0, position.width - 20, strings.Length * 20);

        scrollPos = GUI.BeginScrollView(scrollViewRect, scrollPos, selectionGridRect);
        selected  = GUI.SelectionGrid(selectionGridRect, selected, strings, 1);
        GUI.EndScrollView();

        if (selected != -1)
        {
            int oldSelected = selected;
            selected = -1; //prevent error loop
            string path = Path.Combine(gameDataPath, "level" + oldSelected);
            SceneLoad.OpenScene(path);
        }
    }
        public static void ChangeToScene(string sceneName, string gateName, float delay = 0f)
        {
            UIManager.instance.UIClosePauseMenu();
            Time.timeScale = 1f;
            GameManager.instance.FadeSceneIn();
            GameManager.instance.isPaused = false;
            GameCameras.instance.ResumeCameraShake();
            if (HeroController.instance != null)
            {
                HeroController.instance.UnPause();
            }
            MenuButtonList.ClearAllLastSelected();
            TimeController.GenericTimeScale = 1f;
            GameManager.instance.actorSnapshotUnpaused.TransitionTo(0f);
            GameManager.instance.ui.AudioGoToGameplay(.2f);
            if (HeroController.instance != null)
            {
                HeroController.instance.UnPause();
            }
            MenuButtonList.ClearAllLastSelected();
            PlayerData.instance.atBench = false; // kill bench storage

            SceneLoad load = ReflectionHelper.GetAttr <GameManager, SceneLoad>(GameManager.instance, "sceneLoad");

            if (load != null)
            {
                load.Finish += () =>
                {
                    LoadScene(sceneName, gateName, delay);
                };
            }
            else
            {
                LoadScene(sceneName, gateName, delay);
            }
        }
Пример #16
0
 public void moveIngame()
 {
     SceneLoad.LoadScene("Ingame");
 }
Пример #17
0
    public void OnBtnClick()
    {
        switch (currentType)
        {
        case BTNType.New:
            SceneLoad.LoadSceneHandle("Stage_1", 1);
            break;

        case BTNType.Load:
            //game.GameLoad();
            SceneLoad.LoadSceneHandle(game.gaSc, 2);
            break;

        case BTNType.Option:
            CanvasGroupOn(optionGroup);
            CanvasGroupOff(mainGroup);
            break;

        case BTNType.Sound:
            if (isSound)
            {
                isSound        = false;
                SoundText.text = "Sound Off";
            }
            else
            {
                isSound        = true;
                SoundText.text = "Sound On";
            }
            break;

        case BTNType.Bgm:
            if (isBgm)
            {
                isBgm        = false;
                BgmText.text = "Bgm Off";
            }
            else
            {
                isBgm        = true;
                BgmText.text = "Bgm On";
            }
            break;

        case BTNType.Back:
            CanvasGroupOn(mainGroup);
            CanvasGroupOff(optionGroup);
            break;

        case BTNType.Main:
            SceneLoad.LoadSceneHandle("Main", 0);
            break;

        case BTNType.Exit:
            Application.Quit();
            break;

        case BTNType.Restart:
            //SceneManager를 이용하여 씬을 불러오는데, 현재 씬의 인덱스 번호를 불러와서 현재의 씬을 불러온다.
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
            break;
        }
    }
Пример #18
0
 public void Start()
 {
     // Get scene loader to load next level
     sceneLoader = FindObjectOfType <SceneLoad>();
 }