示例#1
0
    private void Awake()
    {
        foreach (FadeCanvas t in GetComponentsInChildren <FadeCanvas>())
        {
            if (t.gameObject.name == "Logo")
            {
                logoFade = t;
                continue;
            }
            else if (t.gameObject.name == "DisplayOptions")
            {
                displayFade = t;
                continue;
            }
        }

        foreach (Button button in GetComponentsInChildren <Button>())
        {
            if (button.gameObject.name == "VrModeButton")
            {
                vrModeButton = button;
            }
            else if (button.gameObject.name == "PortraitModeButton")
            {
                portraitModeButton = button;
            }
        }

        optionsFade = GetComponent <FadeCanvas>();
    }
示例#2
0
    //シーンの読み込みと待機を行うコルーチン
    IEnumerator WaitForLoadScene(int stageNum)
    {
        // キャラの移動を停止させる
        playerRigidbody.isKinematic = true;
        //フェードオブジェクトを生成
        fadeCanvasClone = Instantiate(fadeCanvasPrefab);
        //コンポーネントを取得
        fadeCanvas = fadeCanvasClone.GetComponent <FadeCanvas>();
        //フェードインさせる
        fadeCanvas.fadeIn = true;
        yield return(new WaitForSeconds(fadeWaitTime));

        //シーンを非同期で読込し、読み込まれるまで待機する
        yield return(SceneManager.LoadSceneAsync(stageName[stageNum]));

        // 中間ポイントが存在するかどうか
        if (middlePoint != null)
        {
            // 中間ポイントを取っていたら,そこから再開
            if (middleResumeFlag)
            {
                player.transform.position = middlePoint.transform.position + new Vector3(0.0f, 0.5f, 0.0f);
                camera.transform.rotation = middlePoint.transform.rotation;
            }
        }
        //フェードアウトさせる
        fadeCanvas.fadeOut = true;
        // シーン遷移が終わったことを示す
        transitionFlag = false;
    }
示例#3
0
    //シーンの読み込みと待機を行うコルーチン
    IEnumerator WaitForLoadScene(int sceneNum)
    {
        CurrentSceneNum = sceneNum;

        //フェードオブジェクトを生成
        fadeCanvasObj = Instantiate(fadeCanvasPrefab);

        //コンポーネントを取得
        fadeCanvas = fadeCanvasObj.GetComponent <FadeCanvas>();

        //フェードインさせる
        fadeCanvas.fadeIn = true;

        yield return(new WaitForSeconds(fadeWaitTime));

        //シーンを非同期で読込し、読み込まれるまで待機する
        yield return(SceneManager.LoadSceneAsync(sceneNum));

        //フェードアウトさせる
        fadeCanvas.fadeOut = true;

        yield return(new WaitForSeconds(fadeWaitTime));

        Destroy(fadeCanvasObj);
    }
示例#4
0
 private void Start()
 {
     fadeCanvas = GameManager.fadeCanvas;
     // シーン遷移後のイベント追加
     SceneManager.sceneLoaded += (scene, loadSceneMode) => {
         fadeCanvas.fadeOut = true;
     };
 }
示例#5
0
 // Use this for initialization
 void Start()
 {
     fadeCanvas = GetComponentInChildren <FadeCanvas>();
     menuState  = MenuState.HIDE;
     if (type == MenuType.VR)
     {
         reticleMeshRender.enabled = false;
     }
 }
 // Start is called before the first frame update
 void Start()
 {
     button     = FrontSceneManager.eventButton;
     buttonText = FrontSceneManager.buttonText;
     naviCanvas = FrontSceneManager.naviCanvas;
     fadeCanvas = GameManager.fadeCanvas;
     enemy      = GameObject.FindGameObjectWithTag("Enemy").GetComponent <Enemy>();
     points     = gameObject.GetComponentsInChildren <Transform>();
 }
示例#7
0
    private void Awake()
    {
        fadeCanvas      = GetComponent <FadeCanvas>();
        videoController = GetComponentInParent <VideoController>();
        menuController  = GetComponentInParent <MenuController>();
        GameObject reticlePointer = GameObject.FindGameObjectWithTag("MainCamera").GetComponentInChildren <GvrReticlePointer>().gameObject;

        reticleMeshRender = reticlePointer.GetComponent <MeshRenderer>();
        playerController  = GetComponentInParent <PlayerController>();
    }
示例#8
0
    // Use this for initialization
    private void Awake()
    {
        if (Instance != null)
        {
            Destroy(gameObject);
            return;
        }

        Instance = this;
        DontDestroyOnLoad(gameObject);
    }
示例#9
0
    // Start is called before the first frame update

    private void Awake()
    {
        // シーンを切り替えてもこのゲームオブジェクトを削除しないようにする
        if (created)
        {
            Destroy(gameObject);
        }
        else
        {
            created = true;
            DontDestroyOnLoad(gameObject);
        }
        fadeCanvas  = GetComponentInChildren <FadeCanvas>(true);
        audioSource = GetComponentInChildren <AudioSource>(true);
    }
示例#10
0
    private void Start()
    {
        naviCanvas = FrontSceneManager.naviCanvas;
        fadeCanvas = GameManager.fadeCanvas;
        Transform cameraParent = Camera.main.transform.parent.parent;

        cameraAnimator         = cameraParent.GetComponent <Animator>();
        nanamiAnimator         = FrontSceneManager.enemy.GetComponent <Animator>();
        playerAnimator         = FrontSceneManager.player.GetComponent <Animator>();
        cameraAnimator.enabled = false;
        moving      = cameraParent.GetComponent <CameraMoving>();
        protect     = cameraParent.GetComponent <ProtectFromWall>();
        pointLight  = GetComponentInChildren <Light>(true);
        particle    = GetComponentInChildren <ParticleSystem>(true);
        audioSource = GetComponentInChildren <AudioSource>(true);
    }
 // Start is called before the first frame update
 virtual protected void Start()
 {
     button     = FrontSceneManager.eventButton;
     buttonText = FrontSceneManager.buttonText;
     fadeCanvas = GameManager.fadeCanvas;
     textCanvas = FrontSceneManager.textCanvas;
     // audioController = GameManager.audioController;
     naviCanvas      = FrontSceneManager.naviCanvas;
     gameClearCanvas = FrontSceneManager.gameClearCanvas;
     enemy           = FrontSceneManager.enemy.gameObject;
     player          = FrontSceneManager.player.transform;
     if (unityEvent == null)
     {
         unityEvent = new UnityEvent();
     }
 }
示例#12
0
    //シーンの読み込みと待機を行うコルーチン
    IEnumerator WaitForLoadScene()
    {
        //フェードオブジェクトを生成
        fadeCanvasClone = Instantiate(fadeCanvasPrefab);

        //コンポーネントを取得
        fadeCanvas = fadeCanvasClone.GetComponent <FadeCanvas>();

        //フェードインさせる
        fadeCanvas.fadeIn = true;

        yield return(new WaitForSeconds(fadeWaitTime));

        //シーンを非同期で読込し、読み込まれるまで待機する
        yield return(SceneManager.LoadSceneAsync(stageName[currentStageNum]));

        //フェードアウトさせる
        fadeCanvas.fadeOut = true;
    }
示例#13
0
    IEnumerator ChangeLevelCoroutine(string name)
    {
        GameObject go = Instantiate(fadeCanvasPrefab);

        go.transform.SetParent(transform);
        FadeCanvas fade = go.GetComponent <FadeCanvas>();

        FadeCanvas.FadeOperation fadeOp = fade.SetFade(FadeCanvas.FadeDirection.FadeIn, transitionFadeDuration);
        while (!fadeOp.complete)
        {
            yield return(null);
        }
        SceneManager.LoadScene(name, LoadSceneMode.Single);
        fadeOp = fade.SetFade(FadeCanvas.FadeDirection.FadeOut, transitionFadeDuration);
        while (!fadeOp.complete)
        {
            yield return(null);
        }
        Destroy(go);
    }
示例#14
0
    private IEnumerator PlayerTranlate(Character character)
    {
        Debug.Log("Translate");
        SystemCtrl.canCtrl = false;
        animator.SetBool("Open", true);
        animator.SetBool("Close", false);
        nextDoor.animator.SetBool("Open", true);
        nextDoor.animator.SetBool("Close", false);
        GameObject fadeObj = Instantiate(SystemCtrl.fadeCanvas);
        FadeCanvas fade    = fadeObj.GetComponent <FadeCanvas>();

        fade.alpha = 0; fade.fadeSwitch = 2;
        while (fade.fadeSwitch != 0)
        {
            yield return(null);
        }
        character.transform.position = nextDoor.transform.position;
        character.body.SetActive(false);
        yield return(new WaitForSeconds(1f));

        fade.fadeSwitch = 2;
        while (fade.fadeSwitch != 0)
        {
            yield return(null);
        }
        Destroy(fadeObj);
        animator.SetBool("Open", false);
        animator.SetBool("Close", true);
        nextDoor.animator.SetBool("Open", false);
        nextDoor.animator.SetBool("Close", true);
        character.body.SetActive(true);
        character.canJump = true;
        while (!stateInfo.IsName("Door_Idle"))
        {
            yield return(null);
        }

        SystemCtrl.canCtrl = true;
        character.onDoor   = nextDoor;
        yield break;
    }
示例#15
0
    //シーンの読み込みと待機を行うコルーチン
    IEnumerator WaitForLoadScene(int stageNum)
    {
        //フェードオブジェクトを生成
        fadeCanvasClone = Instantiate(fadeCanvasPrefab);

        //コンポーネントを取得
        fadeCanvas = fadeCanvasClone.GetComponent <FadeCanvas>();

        //フェードインさせる
        fadeCanvas.fadeIn = true;

        yield return(new WaitForSeconds(fadeWaitTime));

        //シーンを非同期で読込し、読み込まれるまで待機する
        yield return(SceneManager.LoadSceneAsync(stageName[stageNum]));

        //フェードアウトさせる
        fadeCanvas.fadeOut = true;

        //読み込んだシーンがタイトルなら
        if (currentStageNum == 1)
        {
            TitleDisplay();
        }

        //読み込んだシーンがゲーム画面なら
        if (currentStageNum == 2)
        {
            //Playerのコンポーネント取得
            player          = GameObject.FindGameObjectWithTag("Player");
            playerControl   = player.GetComponent <PlayerControl>();
            playerRigidbody = player.GetComponent <Rigidbody>();
            playerCollider  = player.GetComponent <Collider>();

            stageCreate = GameObject.Find("StageCreater").GetComponent <StageCreate>();
            stageMove   = GameObject.Find("Floor").GetComponent <StageMove>();
        }
    }
示例#16
0
 public void SetMyOnSceneLoadedEventReplacable()
 {
     FadeCanvas.SetSceneLoadedEventReplacable(m_OnMySceneLoadedReplaceable);
 }
示例#17
0
 public void SetMyOnSceneLoadedEvent()
 {
     FadeCanvas.SetSceneLoadedEvent(m_OnMySceneLoaded);
 }
示例#18
0
 public void RemoveReplaceableSceneChangeEvent()
 {
     m_OnMySceneLoadedReplaceable = new UnityEvent();
     FadeCanvas.SetSceneLoadedEventReplacable(m_OnMySceneLoadedReplaceable);
 }
示例#19
0
 protected override void Awake()
 {
     base.Awake();
     fadeCanvas = FindObjectOfType <FadeCanvas>();
 }