示例#1
0
    public static void LoadLevel(string levelName, LoadSceneMode loadMode) {
        SceneManager.LoadScene("99_LoadingScreen");

        PlayerPrefs.SetString(EnumUtils.NEXTLEVEL.ToString(), levelName);
        PlayerPrefs.SetInt(EnumUtils.LOADLEVELMODE.ToString(), loadMode == LoadSceneMode.Additive ? 1 : 0);

        PlayerPrefs.Save();
    }
示例#2
0
	void Awake() {
		if(PlayerPrefs.HasKey(EnumUtils.NEXTLEVEL.ToString())) {
            nextLevelName = PlayerPrefs.GetString(EnumUtils.NEXTLEVEL.ToString());
        }
        if(PlayerPrefs.HasKey(EnumUtils.LOADLEVELMODE.ToString())) {
            loadMode = PlayerPrefs.GetInt(EnumUtils.LOADLEVELMODE.ToString()) == 1 ? LoadSceneMode.Additive : LoadSceneMode.Single;
        }

        thisAnimator = GetComponent<Animator>();
    }
示例#3
0
        void LoadSceneInternal(
            string sceneName,
            LoadSceneMode loadMode,
            LoadSceneContainerMode containerMode,
            Action<DiContainer> preBindings,
            Action<DiContainer> postBindings)
        {
            if (loadMode == LoadSceneMode.Single)
            {
                Assert.IsEqual(containerMode, LoadSceneContainerMode.None);
            }

            if (containerMode == LoadSceneContainerMode.None)
            {
                SceneContext.ParentContainer = null;
            }
            else if (containerMode == LoadSceneContainerMode.Child)
            {
                SceneContext.ParentContainer = _sceneContainer;
            }
            else
            {
                Assert.IsEqual(containerMode, LoadSceneContainerMode.Sibling);
                SceneContext.ParentContainer = _sceneContainer.ParentContainer;
            }

            SceneContext.BeforeInstallHooks = preBindings;
            SceneContext.AfterInstallHooks = postBindings;

            Assert.That(Application.CanStreamedLevelBeLoaded(sceneName),
                "Unable to load scene '{0}'", sceneName);

            SceneManager.LoadScene(sceneName, loadMode);

            // It would be nice here to actually verify that the new scene has a SceneContext
            // if we have extra binding hooks, or LoadSceneContainerMode != None, but
            // it doesn't seem like we can do that immediately after calling SceneManager.LoadScene
        }
示例#4
0
 void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     //! this gets called AFTER a Scene is completely loaded
     //: to asure that all Objects are findable
     getSceneRelevantObj();
 }
 // Callback made to replace obsolete method OnLevelWasLoaded(int)
 void OnSceneFinishedLoading(Scene currentScene, LoadSceneMode mode)
 {
     this.ResetTriggerTouches();
 }
示例#6
0
	public int LoadGeovoxScene( string path, LoadSceneMode mode = LoadSceneMode.All, string overrideUserDataHomeFolder = ""  ){		
		bundlesLoading = 0;
		
		print ("Load Path: " + path);
		
		SetCurrentActiveSceneName( Main.TrimEndFromString(Path.GetFileName(path), ".agfs") );
		
		string loadString = File.ReadAllText (path);
		
		string[] split = loadString.Split( new char[]{'!'} );
		int index = -1;

		scenePath = path;
		bundleString = split [++index].Replace("<Alt1>","!");
		settingsString = split [++index].Replace("<Alt1>","!");
		voxelString = split[++index].Replace("<Alt1>","!");
		
		loadingGeovox = true;
		
		return AGF_ReturnCode.Success;
	}
示例#7
0
 void SceneIsLoaded(Scene scene, LoadSceneMode mode)
 {
     isLoading = false;
 }
示例#8
0
 void AutoSave(Scene scene, LoadSceneMode loadMode)
 {
     if(!_reloading){
         if(scene.name != "intro")
             StartCoroutine(SaveAfterNewLevel());
     } else {
         _reloading = false;
     }
 }
        public IEnumerator LoadSceneAsync(string scenePath, LoadSceneMode mode = LoadSceneMode.Single)
        {
            #if UNITY_EDITOR
            if (AssetBundleUtility.SimulateAssetBundleInEditor)
            {
                string path = Path.Combine(AssetBundleUtility.AssetBundleResourcesPath, scenePath) + ".unity";
                if (mode == LoadSceneMode.Single)
                {
                    yield return EditorApplication.LoadLevelAsyncInPlayMode(path);

                }
                else
                {
                    yield return EditorApplication.LoadLevelAdditiveAsyncInPlayMode(path);
                }
                yield break;
            }
            #endif

            yield return StartCoroutine(LoadAssetBundleWithDependenciesAsync(scenePath + AssetBundleUtility.AssetBundleExtension));
            LoadSceneAsyncOpe = SceneManager.LoadSceneAsync(Path.GetFileName(scenePath), mode);
            yield return LoadSceneAsyncOpe;
            LoadSceneAsyncOpe = null;
        }
 /// <inheritdoc />
 public async Task LoadContent(string sceneToLoad, LoadSceneMode mode = LoadSceneMode.Additive, SceneActivationToken activationToken = null)
 {
     await LoadContent(new string[] { sceneToLoad }, mode, activationToken);
 }
 private void LevelWasLoaded(Scene scene, LoadSceneMode mode)
 {
     StopAllCoroutines();
     StartCoroutine(lateAwake());
 }
示例#12
0
 /// <summary>
 /// Whenever a new level/scene is loaded, it should be faded in.
 /// </summary>
 private void OnNewLevelLoaded(Scene scene, LoadSceneMode mode)
 {
     FadeIn();
 }
示例#13
0
 private void SceneManagerOnSceneLoaded(Scene newScene, LoadSceneMode mode)
 {
     SharedCoroutineStarter.instance.StartCoroutine(SetCameraCullingMask());
 }
示例#14
0
    /// <summary>
    ///
    /// </summary>
#if UNITY_5_4_OR_NEWER
    protected void OnLevelLoad(Scene scene, LoadSceneMode mode)
示例#15
0
 private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     LevelManager.LevelM.BeginFade(-1);
 }
示例#16
0
 private void IniciarCarregamentoComComuns(Scene arg0, LoadSceneMode arg1)
 {
     SceneManager.sceneLoaded -= IniciarCarregamentoComComuns;
     loadBar = FindObjectOfType <LoadBar>();
     ComunsCarregado();
 }
示例#17
0
 private static IEnumerator startLoad(string scenename,LoadSceneMode mode,params Action[] acts)
 {
     DoneFadeIn = false;
     FadeCamera.Instance.FadeOut(fadetime, () => {
         foreach (Action act in acts)
         {
             act();
         }
         LoadLevel(scenename, mode);
     });
     yield return new WaitUntil(() => {
         //Debug.LogFormat("{0} is Loaded:{1}",scenename, SceneManager.GetSceneByName(scenename).isLoaded);
         return SceneManager.GetSceneByName(scenename).isLoaded;
     });
     GlobalGameInformation.CurrentSceneName = scenename;
     yield return new WaitUntil(() => {
         return DoneFadeIn;
     });
     FadeCamera.Instance.FadeIn(fadetime*2, () => {
         Debug.Log("FadeIn. ");
     });
 }
 /// <inheritdoc />
 public async Task LoadContentByTag(string tag, LoadSceneMode mode = LoadSceneMode.Additive, SceneActivationToken activationToken = null)
 {
     await LoadContent(profile.GetContentSceneNamesByTag(tag), mode, activationToken);
 }
示例#19
0
 private void sceneWasLoaded(Scene scene, LoadSceneMode mode)
 {
     this.skipFrame = true;
 }
示例#20
0
 private static void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
 {
     InitializeWithScene();
 }
示例#21
0
 private static void Internal_SceneLoaded(Scene scene, LoadSceneMode mode)
 {
     if (sceneLoaded != null)
     {
         sceneLoaded(scene, mode);
     }
 }
示例#22
0
 void OnLevelLoadedEffect(Scene scene, LoadSceneMode mode)
 {
     //TODO : 레벨 로딩 단계적으로 하기
     GameObject.Find("SceneManager").GetComponent<SceneChangeScript>().BeginFade(-1);
 }
示例#23
0
 private void CarregouComuns(Scene arg0, LoadSceneMode arg1)
 {
     ComunsCarregado();
 }
示例#24
0
 private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
 {
     RefreshAudioListener();
 }
示例#25
0
 public void OnSceneWasLoaded(Scene scene, LoadSceneMode m) { OnSceneLoaded(); }
示例#26
0
 void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode)
 {
     currentLevel++;
     sceneToLoadNext = "Level" + currentLevel + affix;
     Debug.Log("Next level to load " + sceneToLoadNext);
 }
示例#27
0
 void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     OnLevelLoaded(scene.buildIndex);
 }
示例#28
0
 void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     Debug.Log("OnSceneLoaded: " + scene.name);
     activeCheckpoint = new Vector3(0, 0);
 }
示例#29
0
 public static AsyncOperation AsyncLoadLevel(int levelIndex, LoadSceneMode loadMode = LoadSceneMode.Single) {
     return SceneManager.LoadSceneAsync(levelIndex, loadMode);
 }
 void SetActiveScene(Scene scene, LoadSceneMode mode)
 {
     SceneManager.SetActiveScene(scene);
     SceneManager.sceneLoaded -= SetActiveScene;
 }
示例#31
0
 void SceneLoaded(Scene scene, LoadSceneMode mode) {
     Bugsnag.Context = scene.name;
 }
示例#32
0
 // OnLevelWasLoaded is called when a level is loaded. It takes a loaded level index (int) asa parameter so you can limit the fade in to certain scenes
 void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode)
 {
     BeginFade(-1);
 }
示例#33
0
 public static void LoadLevel(string scenename, LoadSceneMode mode)
 {
     Debug.LogFormat("Load a {0}",scenename);
     SceneManager.LoadScene(scenename, mode);
 }
示例#34
0
            private async void OnSceneLoaded(UnityEngine.SceneManagement.Scene _scene, LoadSceneMode _mode)
            {
                if (m_TargetScene == SceneType.None)
                {
                    return;
                }

                SceneType _sceneType = StringToSceneType(_scene.name);

                if (m_TargetScene != _sceneType)
                {
                    return;
                }

                if (m_SceneLoadDelegate != null)
                {
                    try
                    {
                        m_SceneLoadDelegate(_sceneType);
                    }
                    catch (System.Exception)
                    {
                        LogWarning("Unable to respond with sceneLoadDelegate after scene [" + _sceneType + "] loaded.");
                    }
                }

                if (m_LoadingPage != null)
                {
                    //await Task.Delay(1000);
                    menu.TurnPageOff(m_LoadingPage);
                }

                m_SceneIsLoading = false;
            }
示例#35
0
 private void OnSceneLoad(Scene scene, LoadSceneMode mode)
 {
     for (var i = recycleBinCollection.Count - 1; i >= 0; i--) {
         if (!recycleBinCollection[i].persistBetweenScenes)
             removeRecycleBin(recycleBinCollection[i]);
     }
 }
示例#36
0
 private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     InitializeLevel();
 }
示例#37
0
    void SceneManager_sceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
    {
        Debug.Log("Scene loaded");

        calculateCurrentAcreCoords(playerController.mainMember.transform.position);

        updateAcreText();

        loadAcresAround();
    }
 void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     animator.ResetTrigger("FadeTo");
     animator.SetTrigger("FadeFrom");
 }
 private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     NetworkLobbyManager singleton = NetworkManager.singleton as NetworkLobbyManager;
     if (((singleton == null) || (scene.name != singleton.lobbyScene)) && base.isLocalPlayer)
     {
         this.SendSceneLoadedMessage();
     }
 }
示例#40
0
 void UpdateDayNight(Scene scene, LoadSceneMode loadMode)
 {
     SetAnimBasedOnCurrentTime(_currentTime);
     RefreshSkybox();
 }
示例#41
0
 private void LevelWasLoaded(Scene scene, LoadSceneMode mode)
 {
     TouchManager.Instance.AddLayer(layer, 0);
 }
示例#42
0
 private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1)
 {
     SetMusicPlayer(arg0.buildIndex);
 }
示例#43
0
 private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1)
 {
     throw new System.NotImplementedException();
 }
示例#44
0
 private void TatudoCarregado(Scene arg0, LoadSceneMode arg1)
 {
     TatudoCarregado();
 }
示例#45
0
 private void OnSceneLoadedEventHandler(Scene scene, LoadSceneMode mode)
 {
     // Make sure the engine isn't paused on a scene change!
     // dERP.
     Time.timeScale = 1.0f;
 }
示例#46
0
 private void SceneLoaded(Scene scene, LoadSceneMode mode)
 {
     fade.FadeToNone();
 }
        /// <summary>
        /// 场景名字大小写敏感,坑~
        /// </summary>
        /// <param name="scenePath"></param>
        /// <param name="mode"></param>
        public void LoadScene(string scenePath, LoadSceneMode mode = LoadSceneMode.Single)
        {
            #if UNITY_EDITOR
            if (AssetBundleUtility.SimulateAssetBundleInEditor)
            {
                string path = Path.Combine(AssetBundleUtility.AssetBundleResourcesPath, scenePath) + ".unity";
                if (mode == LoadSceneMode.Single)
                {
                    EditorApplication.LoadLevelInPlayMode(path);

                }
                else
                {
                    EditorApplication.LoadLevelAdditiveInPlayMode(path);
                }
                return;
            }
            #endif
            LoadAssetBundleWithDependencies(scenePath + AssetBundleUtility.AssetBundleExtension);
            SceneManager.LoadScene(Path.GetFileName(scenePath), mode);
        }
示例#48
0
 void CallbackOverworld(Scene scene, LoadSceneMode mode)
 {
     OverworldManager.instance.SpawnPlayer();
     SceneManager.sceneLoaded -= CallbackOverworld;
 }
		private void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode) {
			if (instance != this) {
				return;
			}

			if (androidUIResizeMode == AndroidUIResizeMode.ResizeCamera  || androidUIResizeMode == AndroidUIResizeMode.ResizeCameraAndReferenceResolution) {
				Camera.main.pixelRect = new Rect(0, 0, Screen.width, Screen.height - webViewHeight);
			}

			if (androidUIResizeMode == AndroidUIResizeMode.ResizeCameraAndReferenceResolution) {
				UnityEngine.UI.CanvasScaler[] allCanvasScalers = GameObject.FindObjectsOfType<UnityEngine.UI.CanvasScaler> ();
				
				for (int i = 0; i < allCanvasScalers.Length; ++i) {
					allCanvasScalers[i].referenceResolution = new Vector2 (allCanvasScalers[i].referenceResolution.x, allCanvasScalers[i].referenceResolution.y / (allCanvasScalers[i].referenceResolution.y - webViewHeight) * allCanvasScalers[i].referenceResolution.y);
				}
			}
		}
示例#50
0
 private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     actionStates = new Dictionary <string, int>();
 }
示例#51
0
	public int LoadScene( string filename, LoadSceneMode mode = LoadSceneMode.All, string overrideUserDataHomeFolder = ""  ){
		int returnCode = AGF_ReturnCode.Success;
		m_LoadSceneMode = mode;
		
		m_SceneLoaded = false;
		
		string[] split = filename.Split ( new char[]{'/'} );
//		string projectName = split[split.Length-3];
		
		string projectFolder = "";
		for ( int i = 0; i < split.Length-2; i++ ){
			projectFolder += split[i] + "/";
		}
		projectFolder = Main.TrimEndFromString( projectFolder, "/" );
		print ( "Now loading: " + projectFolder );
		
		// set the project directory to this folder.
		SetCurrentProjectDirectory( projectFolder );
		SetCurrentActiveSceneName( Main.TrimEndFromString(split[split.Length-1], ".agfs") );
		
		// read the filestring, and decrypt it.
		string fileString = "";
		string encryptedFileString = File.ReadAllText(filename);
//		if ( useEncryption ){
//			fileString = RijndaelSimple.Decrypt(encryptedFileString);
//		} else {
			fileString = encryptedFileString;
//		}
		
		int index = 0;
		string[] fileStrings = fileString.Split ( new char[]{':'} );
		
		print ( string.Format ("Scene Version number = {0}", fileStrings[0]) );
		if ( fileStrings[0].CompareTo(versionNumber) != 0 ){
			// the version number is different. print an error message, for now.
//			EventManager.InformLoadFailure();
//			m_SceneLoaded = null;
			LatestErrorMessage = "Error: Attempting to load a scene from an earlier version of the tool. Abort.";
			print ( LatestErrorMessage );
//			return AGF_ReturnCode.VersionMismatch;
		}
		
		// test to see if a prefabs folder exists. 
		if ( System.IO.Directory.Exists( m_CurrentProjectDirectory + "/Prefabs" ) == false ){
			if ( System.IO.Directory.Exists ( m_CurrentProjectDirectory + "/Models" ) == true ){
				// !BC
				System.IO.Directory.Move ( m_CurrentProjectDirectory + "/Models", m_CurrentProjectDirectory + "/Prefabs" );
			} else {
//				m_SceneLoaded = null;
				LatestErrorMessage = "Error: Prefab folder does not exist within " + m_CurrentProjectDirectory ;
				print ( LatestErrorMessage );
//				return AGF_ReturnCode.MissingModelFolder;
			}	
		}
		
		// first, save the grid dimensions.
		float dimension;
		bool result = float.TryParse(fileStrings[++index], out dimension);
		
		// second, set the atmosphere info.
		AGF_AtmosphereManager atmosphereManager = GameObject.Find ("AGF_AtmosphereManager").GetComponent<AGF_AtmosphereManager>();
		atmosphereManager.SetFogFromString( fileStrings[++index] );
		atmosphereManager.SetLightFromString( fileStrings[++index] );
		
		// clear out all bundles.
		UnloadAllUserBundles();
		
		string userDataHomeFolder = (overrideUserDataHomeFolder != "") ? overrideUserDataHomeFolder : Main.GetUserDataHomeFolder();
		
		// attempt to load all asset bundles that the scene relies on.
		print ("Required Asset Bundles:");
		string[] requiredBundles = fileStrings[++index].Split ( new char[]{'*'} );
		m_RequiredBundlesForLoadScene = new List<string>();
		bool allBundlesLoaded = true;
		if ( requiredBundles[0] != "" ){
			for ( int i = 0; i < requiredBundles.Length; i++ ){
				print (requiredBundles[i]);
				
				if ( File.Exists( userDataHomeFolder + "/Asset Packs/" + requiredBundles[i] ) == false ){
//					m_RequiredBundlesForLoadScene = new string[0];
//					m_SceneLoaded = null;
					LatestErrorMessage = "Asset Bundle missing: " + userDataHomeFolder + "/Asset Packs/" + requiredBundles[i];
					print ( LatestErrorMessage );
//					return AGF_ReturnCode.AssetBundleDoesNotExist;	
				}
				else{
					m_RequiredBundlesForLoadScene.Add(requiredBundles[i]);
					bool bundleNotYetLoaded = LoadAssetBundle( userDataHomeFolder + "/Asset Packs/" + requiredBundles[i] );	
					if ( bundleNotYetLoaded ) allBundlesLoaded = false;
				}

			}
		}
		
		// we will have to wait until this load is complete before moving forward. store the remaining filestring into a temp variable.
		m_RemainingSceneLoadString = "";
		for ( int i = ++index; i < fileStrings.Length; i++ ){
			m_RemainingSceneLoadString += fileStrings[i] + ":"; 
		}
		m_RemainingSceneLoadString.TrimEnd(':');
			
		if ( allBundlesLoaded ){
			// we can immediately proceed if no bundles need loading.
			m_RequiredBundlesForLoadScene = new List<string>();
			returnCode = FinishLoadScene();
		}
		
		return returnCode;
	}
示例#52
0
 public void StartFadeIn(Scene scene, LoadSceneMode mode)
 {
     fadeCanvas = Instantiate(Resources.Load <GameObject>("Prefabs/FadeCanvas"));
     fadeImage  = fadeCanvas.transform.Find("Image").GetComponent <Image> ();
     StartCoroutine(FadeIn());
 }
示例#53
0
 void InitBC(Scene scene, LoadSceneMode loadMode = LoadSceneMode.Single)
 {
     Climb(false);
     if(gameObject.CompareTag("Player")){
         EnableControls();
         CameraManager.Instance.SetFirstPersonCamera(true);
     }
     ActivateRagDoll(false);
     if(vitae <= 0f)
         SetVitae(.5f);
     if(scene.name == "Montreal"){
         if(kind == Kind.vampire){
             GameSettings.updateGS += ApplySunDamage;
         }
     }
 }
示例#54
0
 public LoadSceneVO(string sceneName, LoadSceneMode mode, bool async)
 {
     this.SceneName = sceneName;
     this.Mode      = mode;
     this.Async     = async;
 }
示例#55
0
 void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
 }
示例#56
0
 // This is called each time a scene is loaded.
 static private void OnSceneLoaded(Scene arg0, LoadSceneMode arg1)
 {
     instance.level++;
     instance.InitGame();
 }
示例#57
0
 public static AsyncOperation AsyncLoadLevel(string levelName, LoadSceneMode loadMode = LoadSceneMode.Single) {
     return SceneManager.LoadSceneAsync(levelName, loadMode);
 }
示例#58
0
    void StartClimate(Scene scene, LoadSceneMode mode)
    {
        CancelInvoke();

        if(scene.name == "Montreal"){
            InvokeRepeating("UpdateClimate", 5f, climateInterval);
        } else {
            UpdateTemperature(climatesDict["sunny"]);
        }
    }
示例#59
0
        protected virtual void OnSceneLoaded(Scene scene, LoadSceneMode mode)
        {
            // Ignore additive scene loads
            if (mode == LoadSceneMode.Additive)
            {
                return;
            }

            // We first assume that this is a 'normal' scene load rather than a saved game being loaded.
            // If we subsequently receive a notification that a saved game was loaded then the load action 
            // set here will be overridden by the OnSavePointLoaded callback above.

            if (loadAction == null)
            {
                loadAction = ExecuteStartBlock;
            }
        }
示例#60
0
 public void OnSceneLoaded(Scene scene, LoadSceneMode sceneMode)
 {
 }