Пример #1
0
    public void GameToTitle()
    {
        SoundUtil.StopBGM(false);
        ChangeScene(SceneType.SceneTitle);

        //DG0-2813 チュートリアル中にエラーでタイトルに戻された場合の対応
        if (TutorialManager.IsExists)
        {
            TutorialManager.Instance.Destroy();
        }
    }
Пример #2
0
    public void play(string _name, bool _skip, bool _loop, bool _loding = false, bool _clear = true, BGMManager.EBGM_ID _bgm = BGMManager.EBGM_ID.eBGM_INIT, bool _destroy = false)
    {
        //BGM停止
        SoundUtil.StopBGM(false);

        m_loop = _loop;

        UnityUtil.SetObjectEnabledOnce(gameObject, true);

        if (SafeAreaControl.HasInstance)
        {
            SafeAreaControl.Instance.adjustanchoredPosition(m_ImagePanel.GetComponent <RectTransform>());
        }

        m_TitleMovie.m_bPlayMovie = true;

        m_ScrMedia.DeleteVideoTexture();
        m_ScrMedia.Load(_name);
        m_ScrMedia.Play();

        m_ScrMedia.OnEnd += () =>
        {
            if (m_loop == true)
            {
                m_ScrMedia.Play();
            }
            else
            {
                finishMovie();
            }
        };

        m_ScrMedia.OnVideoError += (MediaPlayerCtrl.MEDIAPLAYER_ERROR errorCode, MediaPlayerCtrl.MEDIAPLAYER_ERROR errorCodeExtra) =>
        {
            finishMovie();
        };

        setSkip(_skip);

        if (_loding == false)
        {
            UnityUtil.SetObjectEnabled(m_LodingObject, false);
        }
        UnityUtil.SetObjectEnabled(m_PercentObject, false);

        m_clear   = _clear;
        m_bgmid   = _bgm;
        m_destroy = _destroy;
    }
Пример #3
0
    WebView _OpenWebView(string url, Action closeAction, uint fixid)
    {
        m_CloseAction  = closeAction;
        m_WebViewFixID = fixid;
        m_WebViewOpen  = true;

        if (BGMManager.HasInstance)
        {
            // 再生しているBGMを退避する
            m_TmpPrevPlayDatas = BGMManager.Instance.GetPlayingBGM();
        }
        SoundUtil.StopBGM(false);

#if UNITY_EDITOR_OSX
        //MacでWebを表示すると固まるのでスキップ
        _ButtonSetting();
#elif UNITY_IOS || UNITY_ANDROID || UNITY_WP8
        // UniWebView: Main Page
        // http://uniwebview.onevcat.com/reference/class_uni_web_view.html

        if (m_WebView == null)
        {
            m_WebView = gameObject.AddComponent <UniWebView>();
        }

        m_WebView.immersiveMode = false;

        _ButtonSetting();

        m_WebView.OnLoadBegin               += OnLoadBeginDelegate;
        m_WebView.OnLoadComplete            += OnLoadComplete;
        m_WebView.OnReceivedMessage         += OnReceivedMessageDelegate;
        m_WebView.InsetsForScreenOreitation += InsetsForScreenOreitation;
        m_WebView.OnWebViewShouldClose      += OnWebViewShouldClose;

        UniWebView.SetHomeDomain(GlobalDefine.IN_BROWSER_DOMAIN);
        List <string> urls = Patcher.Instance.GetInBrowserUrls();
        UniWebView.SetInBrowserUrls(string.Join(",", urls.ToArray()));

#if UNITY_ANDROID || UNITY_WP8
        setSchemes(true);
#endif
        m_WebView.url = url;

        m_WebView.Load();
#endif

        return(this);
    }
Пример #4
0
    protected override void OnDestroy()
    {
        //----------------------------------------
        // メインメニュー関連情報破棄
        //----------------------------------------
        MainMenuParam.ParamReset();

        //----------------------------------------
        // BGM停止
        // ver1110でフェードアウトの尺を調整
        //----------------------------------------
        SoundUtil.StopBGM(false);

        base.OnDestroy();
    }
Пример #5
0
    private void requestSuccessChallengeQuest(ServerApi.ResultData _data)
    {
        //----------------------------------------
        // 使用したフレンド情報を記憶しておく
        //----------------------------------------
        LocalSaveManager.Instance.SaveFuncUseFriend(MainMenuParam.m_QuestHelper.user_id);

        //
        settingQuestStart(_data.GetResult <RecvChallengeQuestStart>().result);

        //----------------------------------------
        // BGM停止処理:暫定対応
        //----------------------------------------
        SoundUtil.StopBGM(false);

        //----------------------------------------
        // サーバーに受理されたのでゲームへ移行
        //----------------------------------------
        SoundUtil.PlaySE(SEID.SE_MENU_OK2);
        SceneCommon.Instance.ChangeScene(SceneType.SceneQuest2, false);
    }
Пример #6
0
    void OnGoBattle()
    {
        DestroyStoryView();
        uint             unAreaID           = GlobalDefine.TUTORIAL_AREA_1;
        uint             unQuestID          = GlobalDefine.TUTORIAL_QUEST_1;
        uint             unQuestState       = 0;
        uint             unHelperUserID     = 0;
        PacketStructUnit sHelperUnit        = null;
        bool             bHelperPointActive = false;
        int nBeginnerBoostID = 0;

        uint[] aunareaAmendID = null;

        Debug.LogError("USER:"******"guest";
            friend.user_rank    = 999;
            friend.last_play    = friendUnit.get_time;
            friend.friend_point = 0;
            friend.friend_state = (uint)FRIEND_STATE.FRIEND_STATE_SUCCESS;
            SceneGoesParam.Instance.m_SceneGoesParamToQuest2.m_PartyFriend = friend;
        }

        ServerDataUtilSend.SendPacketAPI_Quest2StartTutorial(
            unQuestID,
            unQuestState,
            unHelperUserID,
            sHelperUnit,
            bHelperPointActive,
            UserDataAdmin.Instance.m_StructPlayer.unit_party_current,
            MainMenuParam.m_QuestEventFP,
            (MainMenuParam.m_BeginnerBoost != null) ? (int)MainMenuParam.m_BeginnerBoost.fix_id : 0,
            null     //aunAreaAmendID
            ).
        setSuccessAction(
            _data =>
        {
            //----------------------------------------
            // サーバーで求めたクエスト開始情報を反映
            //----------------------------------------
            SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build = new SceneGoesParamToQuest2Build();
            SceneGoesParam.Instance.m_SceneGoesParamToQuest2Build.m_QuestBuild = _data.GetResult <RecvQuest2Start>().result.quest;

            //----------------------------------------
            // BGM停止処理:暫定対応
            //----------------------------------------
            SoundUtil.StopBGM(false);

            //----------------------------------------
            // サーバーに受理されたのでゲームへ移行
            //----------------------------------------
            SoundUtil.PlaySE(SEID.SE_MENU_OK2);
            SceneCommon.Instance.ChangeScene(SceneType.SceneQuest2, false);

            TutorialFSM.Instance.SendFsmNextEvent();
        }).
        setErrorAction(
            _data =>
        {
            Debug.LogError("ERROR:" + _data);
        }).
        SendStart();
    }