/// <summary> /// 初始化 /// </summary> private void Init() { //初始化时就加载过渡场景 TransitionScene scene = new TransitionScene(this); m_transitionScene = scene; }
IEnumerator WaitForAnim(string loadScene) { TransitionScene _animMaster = FindObjectOfType <TransitionScene>(); _animMaster.EndAnim(); yield return(new WaitForSeconds(_animMaster._animTime)); SceneManager.LoadScene(loadScene); }
public void StartGame(int _players) { Debug.Log(Input.GetJoystickNames().Length); players = Input.GetJoystickNames().Length; SceneManager.sceneLoaded += InitialiseGame; audioPlayer.Stop(); TransitionScene t = Camera.main.gameObject.AddComponent <TransitionScene>(); t.m_nextScene = 1; t.m_transitionMaterial = m_transitionMaterial; }
IEnumerator WaitAnimCreditOn() { TransitionScene _animMaster = FindObjectOfType <TransitionScene>(); _animMaster.EndAnim(); yield return(new WaitForSeconds(_animMaster._animTime)); //UI_Credits.SetActive(true); //UI_MainMenu.SetActive(false); SceneManager.LoadScene("TestCardJulien"); yield return(new WaitForSeconds(_animMaster._animTime)); _animMaster.StartAnim(); }
private void Awake() { DontDestroyOnLoad(gameObject); if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } LoadOneScene((int)Scenes.MENU); }
IEnumerator LoadYourAsyncScene(string scene) { loadingScene = true; TransitionScene _animMaster = FindObjectOfType <TransitionScene>(); _animMaster.EndAnim(); yield return(new WaitForSeconds(_animMaster._animTime)); AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(scene); // Wait until the asynchronous scene fully loads while (!asyncLoad.isDone) { yield return(null); } }
private IEnumerator Start() { DontDestroyOnLoad(gameObject); if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } LoadOneScene((int)Scenes.MENU); yield break; }
/// <summary> /// Create and load some scenes /// </summary> public static void Load(ContentManager content) { SoundManager.Load(content); // load a test scene testScene = new TestScene("test"); testScene.Load(); scenes.Add(testScene); // done with test scene // transition transitionScene = new TransitionScene("transition"); transitionScene.Load(); scenes.Add(transitionScene); // main menu mainMenuScene = new MainMenuScene("mainmenu"); mainMenuScene.Load(); scenes.Add(mainMenuScene); SetScene("mainmenu"); }
// Update is called once per frame void Update() { if (m_start) { m_counter += Time.deltaTime; m_text.fontSize = (int)(m_fontGoalSize * m_fontCurve.Evaluate(m_counter)); if (m_counter > 1.0f && m_playOnce) { m_playOnce = false; AudioSource.PlayClipAtPoint(m_fanfare, Camera.main.transform.position); } if (m_counter > 3.0f) { TransitionScene t = Camera.main.gameObject.AddComponent <TransitionScene>(); t.m_nextScene = 0; t.m_transitionOut = true; t.m_transitionMaterial = m_transitionMaterial; } } }
protected override void Awake() { base.Awake(); m_TransitionScene = GetComponent <TransitionScene>(); }