示例#1
0
 private void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode)
 {
     Debug.Log(scene.name);
     Debug.Log(mode.ToString());
     this.SearchSpawnPoints();
     this.SpawnPlayer();
 }
示例#2
0
 // scene loaded
 private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     Debug.Log("GameController::OnSceneLoaded(" + scene.name + ": " + mode.ToString() + ")");
     if (!loadedScenes.ContainsKey(scene.name))
     {
         loadedScenes.Add(scene.name, true);
     }
 }
示例#3
0
    public void OnSceneLoaded(Scene s, LoadSceneMode mode)
    {
        Debug.Log("LvlMgr::OnSceneLoaded() - Scene Loaded: " + s.ToString());
        Debug.Log(mode.ToString());

        CurrentScene = s;
        SceneManager.SetActiveScene(CurrentScene);          // so new objs will spawn in here
        UIMgr.instance.enableHudUI();
    }
示例#4
0
        private void SceneManager_sceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
        {
            var message = string.Format("SceneManager:scene {0} loaded", scene.name);

            Log(message, LogType.Log, BreadcrumbLevel.Navigation, new Dictionary <string, string>()
            {
                { "LoadSceneMode", loadSceneMode.ToString() }
            });
        }
示例#5
0
 void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode)
 {
     Debug.Log("Level Loaded" + scene.name + " " + mode.ToString());
     if (fader != null)
     {
         fader.FadeOut();
     }
     StartCoroutine(setupLevel(scene));
 }
示例#6
0
        // called second
        void OnSceneLoaded(Scene scene, LoadSceneMode mode)
        {
            Debug.LogFormat("OnSceneLoaded: {0},Mode = {1}", scene.name, mode.ToString());

            if (isAny)
            {
                ExecuteInvoke();
            }
            else if (SceneName == scene.name)
            {
                ExecuteInvoke();
            }
        }
 private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     UnityEngine.Debug.Log("UIManager " + scene.name + " loaded mode is " + mode.ToString());
     SceneManager.SetActiveScene(scene);
     runningScene.Add(scene);
     if (pushSceneMessage.ContainsKey(scene.name))
     {
         List <UIPage> list = pushSceneMessage[scene.name];
         for (int i = 0; i < list.Count; i++)
         {
             list[i].OnUIMessage(UIMEssageType.PushScene, scene.name);
         }
     }
 }
示例#8
0
 /// <summary>
 /// Sets the internal boolean of waiting to false which allows the transitions to fade back in.
 /// </summary>
 /// <param name="scene">The scene loaded in.</param>
 /// <param name="mode">The mode the scene was loaded by.</param>
 public void DoneWaitingOnLoad(Scene scene, LoadSceneMode mode)
 {
     if (DebugManager.instance.enableDebug && DebugManager.instance.debugFinishedLoadingSceneName)
     {
         Debug.Log("DoneWaitingOnLoad(" + scene.name + ", " + mode.ToString() + ")");
     }
     if (mode == LoadSceneMode.Additive)
     {
     }
     else
     {
     }
     isWaitingOnLoad = false;
 }
示例#9
0
        /// <summary>
        /// 开始读取场景
        /// </summary>
        /// <param name="scene"></param>
        /// <param name="mode"></param>
        /// <param name="async"></param>
        /// <param name="progress"></param>
        private void LoadScene(int buildIndex, string sceneName, LoadSceneType type, LoadSceneMode mode, bool async, Action <float> progress)
        {
            if (m_EditorLog)
            {
                Debug.LogFormat(
                    "Globle -> Before Load Scene({0}). Type({1}) Mode({2}) Async({3})",
                    type == LoadSceneType.BuildIndex ? buildIndex.ToString() : sceneName,
                    type.ToString(),
                    mode.ToString(),
                    async.ToString()
                    );
            }

            OnLoadScene(buildIndex, sceneName, type, mode, async);

            // 发送开始读取场景事件
            s_OnLoadSceneArgs.activeScene = SceneManager.GetActiveScene();
            s_OnLoadSceneArgs.buildIndex  = buildIndex;
            s_OnLoadSceneArgs.sceneName   = sceneName;
            s_OnLoadSceneArgs.type        = type;
            s_OnLoadSceneArgs.mode        = mode;
            s_OnLoadSceneArgs.async       = async;
            this.SendByMessageCenter(k_Event_OnLoadScene, s_OnLoadSceneArgs);

            if (type == LoadSceneType.BuildIndex)
            {
                if (async)
                {
                    AsyncOperation operation = SceneManager.LoadSceneAsync(buildIndex, mode);
                    StartCoroutine(LoadingOrUnloadingScene(operation, progress));
                }
                else
                {
                    SceneManager.LoadScene(buildIndex, mode);
                }
            }
            else
            {
                if (async)
                {
                    AsyncOperation operation = SceneManager.LoadSceneAsync(sceneName, mode);
                    StartCoroutine(LoadingOrUnloadingScene(operation, progress));
                }
                else
                {
                    SceneManager.LoadScene(sceneName, mode);
                }
            }
        }
    private void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode)
    {
        Debug.Log("> OnLevelFinishedLoading scene=" + scene.name + " mode=" + mode.ToString());
        sceneTransitionManager = null; // ensure reference to previous scene manager is cleared
        battleManager          = null;

        if (scene.name == "Overworld")
        {
            LoadOverworld();
        }
        else if (scene.name == "Battle")
        {
            LoadBattle();
        }
    }
示例#11
0
    /// <summary>
    ///
    /// </summary>
    /// <remarks>
    /// Replace with
    /// void CheckLevelLoaded(Scene scene, LoadSceneMode mode)
    /// </remarks>
    void CheckLevelLoaded(UnityEngine.SceneManagement.Scene scene, LoadSceneMode mode)
    {
        Debug.Log(scene.name + " : " + mode.ToString());
        if (SceneManager.GetActiveScene().name != "startup")
        {
            if (global == this)
            {
                Player           = GameObject.Find("Player");
                FollowerSettings = Player.GetComponentInChildren <FollowerMovement>();
                if (global.fadeIn)
                {
                    StartCoroutine(ScreenFade.main.Fade(true, ScreenFade.slowedSpeed));

                    //if fading in to the scene.
                    Player.transform.position       = global.playerPosition;
                    PlayerMovement.player.direction = global.playerDirection;
                    if (!respawning)
                    {
                        PlayerMovement.player.pauseInput(0.6f);
                    }
                    else
                    {
                        PlayerMovement.player.pauseInput(0.4f);
                    }
                    if (playerForwardOnLoad)
                    {
                        PlayerMovement.player.forceMoveForward();
                        playerForwardOnLoad = false;
                    }
                }
                else
                {
                    ScreenFade.main.SetToFadedIn();
                }
                FollowerSettings.changeFollower(followerIndex);
            }
        }
    }
 private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1)
 {
     Log("Scene Loaded: " + arg0.name + " " + arg1.ToString());
 }
示例#13
0
        /// <summary>
        /// 异步场景读取完成事件.
        /// </summary>
        /// <param name="scene"></param>
        /// <param name="mode"></param>
        /// <returns></returns>
        private IEnumerator SceneManager_sceneLoadedAsync(Scene scene, LoadSceneMode mode)
        {
            if (m_EditorLog)
            {
                Debug.LogFormat("Globle -> Scene({0} - {1}) is loaded by mode '{2}'.", scene.buildIndex, scene.name, mode.ToString());
            }

            yield return(OnSceneLoaded(scene, mode));

            // 发送场景读取完成事件
            s_OnSceneLoadedArgs.scene = scene;
            s_OnSceneLoadedArgs.mode  = mode;
            this.SendByMessageCenter(k_Event_OnSceneLoaded, s_OnSceneLoadedArgs);
        }
示例#14
0
    void OnSceneLoaded(Scene scene, LoadSceneMode mode)
    {
        Debug.Log("Global object: Scene loaded! => name:" + scene.name + " index: " + scene.buildIndex.ToString());
        Debug.Log(mode.ToString());
        if (scene.buildIndex == GameConstants.SCENE_INDEX_COMMANDER_SELECT)
        {
            GlobalObject.instance.LoadCommanderSelectUI();
        }
        else if (SceneManager.GetActiveScene().buildIndex == GameConstants.SCENE_INDEX_GAME_COMMANDERS)
        {
            Debug.Log("GLOBAL OBJECT TRYING TO LOAD COMMANDER GAME SCENE!");
            //Try to find UI manager object for loading commander images
            GameObject battleUIManagerObj = GameObject.Find("LevelCanvas");
            GlobalObject.instance.battleUIManagerScript = battleUIManagerObj.GetComponent <BattleUIManager>();

            this.battleCommanders = new List <Commander>();

            //Trigger UI object to load commander images
            this.battleCommanders = GlobalObject.instance.battleUIManagerScript.SetSelectedCommanderBattleImages();

            //Set data attributes of the commanders
            CommanderData playerCommanderData = GlobalObject.instance.humanPlayerCommanderData;
            CommanderData enemyCommanderData  = GlobalObject.instance.enemyCommanderData;
            //Set mana per turn in the playfield from the commanders
            PlayField.instance.manaPerTurn   = playerCommanderData.ManaPerTurn;
            PlayField.instance.manaPerTurnAi = enemyCommanderData.ManaPerTurn;
            Debug.LogWarning("GlobalObject: setting mana per turn: " + PlayField.instance.manaPerTurn.ToString() + " and mana per turn AI is: " + PlayField.instance.manaPerTurnAi.ToString());
            //Iterate through list of commanders thrown back by the UI manager that set images
            for (int i = 0; i < battleCommanders.Count; i++)
            {
                Commander currCommander = battleCommanders[i];
                Debug.LogWarning("Global object! commanders index: " + i.ToString() + " and player id is:" + currCommander.playerId.ToString());
                //TODO: need unique conten ids or something better to match on here
                if (currCommander == null)
                {
                    Debug.LogWarning("CURR COMMANDER IS NULL!!!");
                }
                //Set player ids for the enemy commmander. We know it's not the player's if the player id is UNSET
                if (currCommander.playerId == GameConstants.UNSET_PLAYER_ID)
                {
                    currCommander.playerId = GameConstants.ENEMY_PLAYER_ID;
                    Debug.LogWarning("CURR COMMANDER HAS UNSET ID! SETTING TO ENEMY ID!");
                }
                //TODO: Fix bug here - matching off of commander name
                //if (currCommander.commanderData.CharName == playerCommanderData.CharName) {
                //    currCommander.playerId = GameConstants.HUMAN_PLAYER_ID;
                //} else if (currCommander.commanderData.CharName == enemyCommanderData.CharName) {
                //    currCommander.playerId = GameConstants.ENEMY_PLAYER_ID;
                //}
                //Set the rest of attributes
                currCommander.SetCommanderAttributes(currCommander.commanderData);
                //Set necessary UI references - not 100% sure why this didn't work when attempting to do so from within the BattleUIManager's SetSelectedCommanderBattleImages but for some reason results in a null ref if not set here
                GlobalObject.instance.battleUIManagerScript.SetCommanderUIPanel(ref currCommander);
                //Initialize some UI data to store variables and then set the display text for current charge and total cost
                currCommander.commanderUIPanel.Initialize(currCommander.playerId);
                currCommander.commanderUIPanel.SetCommanderResourceText(0, currCommander.abilityChargeCost);
                //Fire off notification for Commanders that the battle has started
                Debug.Log("SUHHHHHHHH************* " + currCommander.commanderName);
                currCommander.OnBattleStart();
            }

            //TODO: Need to change the logic for this at some point
        }
    }
示例#15
0
 private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1)
 {
     Debug.Log("+LOADED: " + arg0.name + " mode: " + arg1.ToString());
     Load();
 }
示例#16
0
 private void OnSceneLoaded(Scene loadedScene, LoadSceneMode mode)
 {
     Debug.Log("[OnSceneLoaded] Scene Name : " + loadedScene.name + ", Mode : " + mode.ToString());
 }
示例#17
0
    public void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
    {
        Debug.Log("OnSceneLoaded is called! scene = " + scene.name + ", loadSceneMode = " + loadSceneMode.ToString());
        BaseSceneMain baseSceneMain = GameObject.FindObjectOfType <BaseSceneMain>();

        Debug.Log("OnSceneLoaded! baseSceneMain.name = " + baseSceneMain.name);
        SystemManager.Instance.CurrentSceneMain = baseSceneMain;
    }
示例#18
0
 private void SceneDebug(Scene scene, LoadSceneMode mode)
 {
     print("Scene: " + scene.name);
     print("    Loaded");
     print("    LoadScreneMode: " + mode.ToString());
 }
示例#19
0
 // called second
 void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     Logger.DebugFormat("OnSceneLoaded: {0},Mode = {1}", scene.name, mode.ToString());
     Execute();
 }
示例#20
0
 void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     Debug.Log("Scene Loaded:" + scene.name + "Scene Mode: " + mode.ToString());
     updatedVisual = false;
 }
示例#21
0
 public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     Log.Info($"SceneLoader - Loaded scene {scene.name} in mode {mode.ToString()}");
     UnityUtils.DumpSceneObjects();
 }
示例#22
0
 void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     Debug.Log("Loaded scene: " + scene.name + ". Mode: " + mode.ToString());
     SceneManager.SetActiveScene(scene);
 }
示例#23
0
 static void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     Debug.Log("Scene " + scene.name + " (" + scene.path + ") loaded with mode: " + mode.ToString());
     if (scene == startScene)
     {
         Debug.Log("Loaded Scene is start scene");
         MarkerSavesDirectory = (Application.dataPath + "\\MarkerLocations\\Courthouse").Replace('/', '\\');
         if (!Directory.Exists(MarkerSavesDirectory))
         {
             Directory.CreateDirectory(MarkerSavesDirectory);
             Debug.Log("Created Directory at " + MarkerSavesDirectory);
         }
         LocationManagerUI.Instance.UpdateMarkerList();
     }
 }