private void Awake() { IP = string.Empty; if (Loading != null) { LoadingCache = Loading; } if (GetIpOnAwake) { StartCoroutine(GetIP()); // Do my coroutine here and don't forget. } _Descrip = Description; OnLogin += onLogin; //resolve it later StartCoroutine(FadeOut()); // Do my coroutine here for fading the GameObj. in the scene if (GameObject.Find(SavedUser) == null) { GameObject person = Instantiate(PlayerInfo, Vector3.zero, Quaternion.identity) as GameObject; person.name = person.name.Replace("(Clone)", ""); saveInfo = person.GetComponent <SaveInfo>(); } else { saveInfo = GameObject.Find("PlayerInfo").GetComponent <SaveInfo>(); } }
//---------------------------------------------------------------------------- /*! * @brief Loading表示有効化 */ //---------------------------------------------------------------------------- public void RequestLoadingStart(LOADING_TYPE eLoadingType = LOADING_TYPE.NONE) { if (MovieManager.HasInstance) { return; } if (m_currentEffect != null) { return; } m_currentType = eLoadingType; switch (eLoadingType) { case LOADING_TYPE.DATA_DOWNLOAD: m_currentEffect = LoadingEffectDownload.Attach(m_effectRoot); setMask(true, true); break; case LOADING_TYPE.TO_BATTLE: case LOADING_TYPE.TO_HOME: m_currentEffect = LoadingEffectSimple.Attach(m_effectRoot); setMask(true, true); break; case LOADING_TYPE.WITH_TIPS: m_currentEffect = LoadingEffectWithTips.Attach(m_effectRoot); break; case LOADING_TYPE.GUARD: m_currentEffect = LoadingEffectHTTPConnect.Attach(m_effectRoot); setMask(true, false); break; default: m_currentEffect = LoadingEffectHTTPConnect.Attach(m_effectRoot); setMask(true, false); break; } }
protected IEnumerator LoadScence(SceneInfo sceneInfo) { displayTextUiController.onChangeScene(); LoadingEffect loadingEffect = gLoadingEffect.GetComponent <LoadingEffect>(); loadingEffect.loading = true; uiEventHandler.onSceneChange(currentSceneIdx, assetBundleInfo.totalScenes); float startTime = Time.realtimeSinceStartup; // Load level from assetBundle. yield return(AssetBundleHelper.getInstance().LoadScene(assetBundleName, sceneInfo.name, true)); uiEventHandler.OndoneLoadScene(); // Calculate and display the elapsed time. float elapsedTime = Time.realtimeSinceStartup - startTime; if (Debug.isDebugBuild) { Debug.Log("Finished loading scene: " + sceneInfo.name + " in " + elapsedTime + " seconds"); } interactiveProcessing(sceneInfo); loadingEffect.loading = false; //gLoadingEffect.GetComponent<Renderer>().enabled = false; }
//---------------------------------------------------------------------------- /*! * @brief Loading表示無効化 */ //---------------------------------------------------------------------------- public void RequestLoadingFinish(LOADING_TYPE eLoadingType = LOADING_TYPE.NONE) { if (MovieManager.HasInstance) { return; } if (m_currentEffect == null) { return; } if (m_currentType != eLoadingType && eLoadingType != LOADING_TYPE.NONE) { return; } setMask(false, false); m_currentEffect.Detach(); m_currentEffect = null; m_currentType = LOADING_TYPE.NONE; }