// 更新
    public void StateUpdate()
    {
        // 是否加载完成
        if (async != null && !async.isDone)
        {
            m_transitionScene.Progress(async.progress);
            return;
        }

        // 通知新的State开始
        if (m_bRunBegin == false && m_State != null)
        {
            if (async != null && async.isDone)
            {
                m_transitionScene.StateEnd();
                async = null;
            }
            m_State.StateBegin();
            m_bRunBegin = true;
        }

        if (m_bRunBegin = true && m_State != null)
        {
            m_State.StateUpdate();
        }
    }
    //更新
    public void StateUpdate()
    {
        //加载中就直接跳出
        if (A != null)
        {
            if (A.isDone && A.progress < 0.8f)
            {
                return;
            }
        }



        //通知新的State开始
        if (m_State != null && m_bRunBegin == false)
        {
            m_State.StateBegin();
            m_bRunBegin = true;
        }

        if (m_State != null)
        {
            m_State.StateUpdate();
        }
    }
示例#3
0
        internal void StateUpdate()
        {
            if (loadSceneOperation == null || !loadSceneOperation.isDone)
            {
                return;
            }

            if (!isBegin)
            {
                sceneState.StateBegin();
                isBegin = true;
            }

            sceneState.StateUpdate();
        }
示例#4
0
 public void StateUpdate()
 {
     if (Application.isLoadingLevel)
     {
         return;
     }
     if (m_State != null && m_bRunBegin == false)
     {
         m_State.StateBegin();
         m_bRunBegin = true;
     }
     if (m_State == null)
     {
         m_State.StateUpdate();
     }
 }
    public void StateUpdate()
    {
        if (sceneAsync != null && !sceneAsync.isDone)
        {
            return;
        }
        //else
        //    sceneAsync.allowSceneActivation = true;
        if (sceneState != null && runBegin == false)
        {
            sceneState.StateBegin();
            runBegin = true;
        }

        if (sceneState != null)
        {
            sceneState.StateUpdate();
        }
    }
    // 更新
    public void StateUpdate()
    {
        // 是否还在载入
        if (m_Async != null && m_Async.isDone)
        {
            m_Async = null;
            // 通知新的State开始
            if (m_State != null && m_bRunBegin == false)
            {
                m_State.StateBegin();
                m_bRunBegin = true;
            }

            if (m_State != null)
            {
                m_State.StateUpdate();
            }
        }
    }
    public void StateUpdate()
    {
        // if still loading level
        if (Application.isLoadingLevel)
        {
            return;
        }

        // Start new State
        if (m_State != null && m_bRunBegin == false)
        {
            m_State.StateBegin();
            m_bRunBegin = true;
        }

        if (m_State != null)
        {
            m_State.StateUpdate();
        }
    }
示例#8
0
    /// <summary>
    /// 更新
    /// </summary>
    public void StateUpdate()
    {
        if (operation != null && operation.isDone == false)
        {
            return;
        }

        if (operation != null)
        {
            if (operation.isDone && m_bRunBegin == false)
            {
                m_State.StateBegin();
                m_bRunBegin = true;
            }
        }
        if (m_State != null)
        {
            m_State.StateUpdate();
        }
    }
    /// <summary>
    /// 状态更新
    /// </summary>
    public void StateUpdate()
    {
        // 是否在加载中
        if (SceneInfoManager.isLoadingLevel)
        {
            return;
        }

        // 通知新的State开始	(每一个换到一个新场景,之后就跑一次)
        if (m_State != null && m_bRunBegin == false)
        {
            m_State.StateBegin();
            m_bRunBegin = true;
        }

        if (m_State != null)
        {
            m_State.StateUpdate();
        }
    }
    public void StateUpdate()
    {
        //Is loading...
        if (m_nowAsycOperation != null && !m_nowAsycOperation.isDone)
        {
            return;
        }

        //let new scene start
        if (m_State != null && m_bRunBegin == false)
        {
            m_State.StateBegin();
            m_bRunBegin = true;
        }

        if (m_State != null)
        {
            m_State.StateUpdate();
        }
    }
示例#11
0
    /// <summary>
    /// 状态更新
    /// </summary>
    public void StateUpdate()
    {
        //是否还在载入
        if (Application.isLoadingLevel)
        {
            return;
        }

        // 通知新的State開始
        if (m_State != null && m_bRunBegin == false)
        {
            m_State.StateBegin();
            m_bRunBegin = true;
        }

        if (m_State != null)
        {
            //调用状态的状态更新
            m_State.StateUpdate();
        }
    }
示例#12
0
    // 更新
    public void StateUpdate()
    {
        // 是否還在載入
        if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().isLoaded == false)
        {
            return;
        }


        // 通知新的State開始
        if (m_State != null && m_bRunBegin == false)
        {
            m_State.StateBegin();
            m_bRunBegin = true;
        }

        if (m_State != null)
        {
            m_State.StateUpdate();
        }
    }
示例#13
0
    /// <summary>
    /// 更新
    /// </summary>
    public void StateUpdate()
    {
        // 是否還在載入
        if (!SceneManager.GetActiveScene().isLoaded)
        {
            Debug.Log("還在載入: " + SceneManager.GetActiveScene().name);
            return;
        }

        // 通知新的State開始
        if (m_State != null && m_bRunBegin == false)
        {
            m_State.StateBegin();
            m_bRunBegin = true;
        }

        if (m_State != null)
        {
            m_State.StateUpdate();
        }
    }
    /// <summary>
    /// 更新
    /// </summary>
    public void StateUpdate()
    {
        //Debug.Log(asyncOperation.progress);
        //场景是否加载完成
        if (asyncOperation != null && !asyncOperation.isDone)
        {
            return;
        }

        //通知新的State开始
        if (m_State != null && m_bRunBegin == false)
        {
            m_bRunBegin = true;
            m_State.StateBegin();
        }

        //更新
        if (m_State != null)
        {
            m_State.StateUpdate();
        }
    }
示例#15
0
    // 更新
    public void StateUpdate()
    {
        //是否還在載入
        if (!asyncOperation.isDone)
        {
            return;
        }



        // 通知新的State開始
        if (m_State != null && m_bRunBegin == false)
        {
            m_State.StateBegin();
            m_bRunBegin = true;
        }

        if (m_State != null)
        {
            m_State.StateUpdate();
        }
    }
    /// <summary>
    /// 更新
    /// </summary>
    public void StateUpdate()
    {
        //场景是否还在加载
        if (m_AsyncOperation != null)
        {
            if (!m_AsyncOperation.isDone)
            {
                return;
            }
        }

        //通知新的State开始
        if (m_State != null && m_bRunBegin == false)
        {
            m_State.StateBegin();
            m_bRunBegin = true;
        }

        if (m_State != null)
        {
            m_State.StateUpdate();
        }
    }
示例#17
0
    /// <summary>
    /// Start跟Update在這裡運作
    /// </summary>
    public void StateUpdate()
    {
        //Debug.Log(asyn);
        //是否載入場景
        if (asyn != null)
        {
            if (asyn.progress < 1)
            {
                return;
            }
        }

        //通知新的State開始
        if (m_SceneState != null && m_bRunBegin == false)
        {
            m_SceneState.StateBegin();
            m_bRunBegin = true;
        }

        if (m_SceneState != null)
        {
            m_SceneState.StateUpdate();
        }
    }