Пример #1
0
    //=============================================================
    //シーン遷移(ゲームから曲セレクトへ)
    public void JumpSceneGameToMusicSelect()
    {
        InitializeGameStatus();
        InitializeGameRecordStatus();

        StartCoroutine(SceneLoadUtil.Load("SelectSound", 0, false));
    }
Пример #2
0
 //=============================================================
 //シーン遷移(タイトルからホームへ)
 private void JumpSceneTitleToHome()
 {
     if (isTitleAppeared)
     {
         StartCoroutine(SceneLoadUtil.Load("Home", 1.0f, false));
     }
 }
Пример #3
0
    //=============================================================
    //シーン遷移(ゲームからゲームへ)
    public void JumpSceneGameToGame()
    {
        InitializeGameStatus();
        InitializeGameRecordStatus();

        StartCoroutine(SceneLoadUtil.Load("Game_copy2", 0, false));
    }
Пример #4
0
    /// <summary>
    /// 初始化 by吴江
    /// </summary>
    /// <returns></returns>
    public bool Init()
    {
        if (initialized == false)
        {
            // init internal value from game system settings
            baseURL = "";//GetFilePath("", 1);
            //Debug.LogInternal("资源地址: " + baseURL);

            SceneLoadUtil sceneLoadUtil = this.GetComponent <SceneLoadUtil>();
            if (sceneLoadUtil == null)
            {
                sceneLoadUtil = this.gameObject.AddComponent <SceneLoadUtil>();
            }

            GameObject effectAssetFinalObj = new GameObject("EffectAssetFinalObjCache");
            effectAssetFinalObj.transform.parent        = this.transform;
            effectAssetFinalObj.transform.localPosition = Vector3.zero;
            EffectLoadUtil effectLoadUtil = this.GetComponent <EffectLoadUtil>();
            if (effectLoadUtil == null)
            {
                effectLoadUtil = this.gameObject.AddComponent <EffectLoadUtil>();
            }
            effectLoadUtil.finalObjCacheTrans = effectAssetFinalObj.transform;

            initialized = true;
        }
        return(true);
    }
Пример #5
0
 /// <summary>
 /// 重新尝试
 /// </summary>
 public void Retry()
 {
     if (allDisplay)
     {
         allDisplay     = false;
         Time.timeScale = 1;              // timeScale 恢复正常
         SceneLoadUtil.ReLoadGameScene(); //加载游戏场景
     }
 }
Пример #6
0
 /// <summary>
 /// 主页
 /// </summary>
 public void Home()
 {
     if (allDisplay)
     {
         allDisplay     = false;
         Time.timeScale = 1;             // timeScale 恢复正常
         SceneLoadUtil.LoadLevelScene(); //加载关卡选择场景
     }
 }
Пример #7
0
 void Awake()
 {
     instance = this;
     mainPath = AssetMng.GetPathWithoutExtension("scene/", AssetPathType.PersistentDataPath);
     if (transform.parent == null)
     {
         DontDestroyOnLoad(this);
     }
 }
Пример #8
0
 /// <summary>
 /// 当返回按钮按下时
 /// </summary>
 public void OnBackDown()
 {
     AudioUtil.sInstance.AudioPlay(backAudio); //播放返回的声音
     if (maps.activeSelf)
     {
         SceneLoadUtil.LoadStartScene(); //去到开始游戏页面
     }
     else
     {
         SwitchMap(); //切换到map界面
     }
 }
Пример #9
0
 /// <summary>
 /// 鼠标点击之后的选择事件
 /// </summary>
 public void Select()
 {
     if (isSelected)
     {
         PlayerPrefUtil.SetNowLevel(nowIndex); //设置当前关卡
         if (nowIndex == 0)
         {
             SceneLoadUtil.LoadStoreScene(); //加载故事场景
         }
         else
         {
             SceneLoadUtil.LoadGameScene(); //加载游戏场景
         }
     }
 }
Пример #10
0
 //=============================================================
 //シーン遷移(曲セレクトからホーム)
 public void JumpSceneSelectSoundToHome()
 {
     StartCoroutine(SceneLoadUtil.Load("Home", 0, false));
 }
Пример #11
0
 /// <summary>
 /// 重新尝试
 /// </summary>
 public void Retry()
 {
     Time.timeScale = 1;              // timeScale 恢复正常
     SceneLoadUtil.ReLoadGameScene(); //重新加载自己
 }
Пример #12
0
 /// <summary>
 ///下一关
 /// </summary>
 public void NextLevel()
 {
     Time.timeScale = 1;                                           // timeScale 恢复正常
     PlayerPrefUtil.SetNowLevel(PlayerPrefUtil.GetNowLevel() + 1); //下一关
     SceneLoadUtil.LoadGameScene();                                //重新加载自己
 }
Пример #13
0
    //=============================================================
    //シーン遷移(ゲームからリザルトへ)
    public void JumpSceneGameToResult()
    {
        InitializeGameStatus();

        StartCoroutine(SceneLoadUtil.Load("Result", 0, false));
    }
Пример #14
0
 /// <summary>
 /// 主页
 /// </summary>
 public void Home()
 {
     Time.timeScale = 1; // timeScale 恢复正常
     SceneLoadUtil.LoadLevelScene();
 }
Пример #15
0
 //=============================================================
 public void JumpSceneHomeToSelectSound()
 {
     soundManager.StopBGM(soundManager.BGMList[4].name); //ホーム画面のbgmを消す
     StartCoroutine(SceneLoadUtil.Load("SelectSound", 1.0f, false));
 }
Пример #16
0
 /// <summary>
 /// 故事完成
 /// </summary>
 public void CompleteStore()
 {
     SceneLoadUtil.LoadGameScene(); //加载游戏场景
 }
Пример #17
0
 // Use this for initialization
 void Start()
 {
     SceneLoadUtil.AsyncLoadGameScene(); //异步加载游戏场景
 }
Пример #18
0
 public AudioClip confirmClip;//确定的声音
 /// <summary>
 /// 加载游戏
 /// </summary>
 public void LoadGame()
 {
     SceneLoadUtil.LoadLevelScene();             //加载场景选择页面
     AudioUtil.sInstance.AudioPlay(confirmClip); //播放一个确定的声音
 }
Пример #19
0
 //=============================================================
 //シーン遷移(曲セレクトからキャラクターセレクト)
 public void JumpSceneSelectSoundToCharacterSelect()
 {
     StartCoroutine(SceneLoadUtil.Load("CharacterSelect", 0, false));
 }
Пример #20
0
 private void LoadStart()
 {
     SceneLoadUtil.LoadStartScene(); //加载开始场景
 }
Пример #21
0
 //=============================================================
 //シーン遷移(キャラクターセレクトから曲セレクト)
 public void JumpSceneCharacterSelectToSelectSound()
 {
     StartCoroutine(SceneLoadUtil.Load("SelectSound", 0, false));
 }