public static void SetData(bool isCler, SCENE_NAME sceneName) { GameResultData gameResultData = new GameResultData(isCler, sceneName); resultData.Add(gameResultData); LoadScene(SCENE_NAME.RESULT); }
// Use this for initialization void Start() { // Release! nowScene = SCENE_NAME.TITLE_SCENE; // Test! //nowScene = SCENE_NAME.LOGIN_SCENE; gameCore = GameObject.Find("GameCores").gameObject; }
public void ChangeScene(SCENE_NAME nextScene) { _currentScene.IsEndScene = true; UIManager.I.DestroyPageUI(); MapObjectManager.I.DestroyAllOjbect(); _mapScene.TryGetValue(nextScene, out _currentScene); _currentScene.Running(); }
IEnumerator ChangeSceneCoroutine(SCENE_NAME InSceneName) { AsyncOperation asyncLoad = SceneManager.LoadSceneAsync((int)InSceneName, LoadSceneMode.Additive); while (!asyncLoad.isDone) { yield return(null); } SceneManager.MoveGameObjectToScene(gameCore, SceneManager.GetSceneByBuildIndex((int)InSceneName)); SceneManager.UnloadSceneAsync((int)nowScene); nowScene = InSceneName; }
public static string getSceneName(SCENE_NAME scene_name) { switch (scene_name) { case SCENE_NAME.START: return("Start"); case SCENE_NAME.MAIN: return("Main"); case SCENE_NAME.RESULT: return("Result"); default: return(null); } }
public void NextScene(SCENE_NAME scene) { Application.LoadLevel(scene.ToString()); }
/// <summary> /// シーン名取得 /// </summary> /// <param name="name"></param> /// <returns></returns> public static string GetSceneName(SCENE_NAME name) { return(Enum.GetName(typeof(SCENE_NAME), name)); }
public void ChangeScene(SCENE_NAME InSceneName) { StartCoroutine(ChangeSceneCoroutine(InSceneName)); }
public static void ChangeScene(SCENE_NAME NextScene) { SceneManager.LoadScene((int)NextScene, LoadSceneMode.Single); }
/// <summary> /// シーンの遷移を統一とバグの温床を極限まで減らすため /// </summary> /// <param name="scene">enumのシーン</param> public static void LoadScene(SCENE_NAME scene) { SceneManager.LoadScene(_transSceneName[scene]); }