示例#1
0
    public void Load(Action <Scene> callback)
    {
        if (dontLoadDuplicate && Scenes.IsActiveOrBeingLoaded(sceneInfo))
        {
            return;
        }

        Action <Scene> localCallback = (scene) =>
        {
            if (callback != null)
            {
                callback(scene);
            }
            if (onLoadComplete != null)
            {
                onLoadComplete.Invoke(scene);
            }
        };

        if (loadAsync)
        {
            Scenes.LoadAsync(sceneInfo, localCallback);
        }
        else
        {
            Scenes.Load(sceneInfo, localCallback);
        }
    }
示例#2
0
 void SceneLoaded(Scene scene, LoadSceneMode mode)
 {
     if (isFirstLoad)
     {
         isFirstLoad = false;
     }
     else
     {
         if (destroyOnScenesWithoutIt && !duplicateDestroyed)
         {
             SelfDestruct();
         }
         else
         {
             sceneLoaded?.Invoke(scene);
             if (scene.buildIndex != currentScene)
             {
                 sceneChanged?.Invoke(scene);
                 currentScene = scene.buildIndex;
             }
             else
             {
                 sceneRestarted?.Invoke();
             }
         }
     }
 }
 private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     if (_event != ScriptEvent.SceneLoaded)
     {
         return;
     }
     _onSceneLoaded.Invoke(scene);
 }
    void setState(SceneState newState)
    {
        if (state == newState)
        {
            return;
        }
        state = newState;

        Debug.Log("[Scene] State change " + state);
        sceneStateChanged?.Invoke(this);
    }
示例#5
0
    IEnumerator LoadSceneCo(string sceneName)
    {
        loadingInProgress = true;
        yield return(new WaitForSeconds(2f));

        for (int i = 0; i < SceneManager.sceneCount; i++)
        {
            var scene = SceneManager.GetSceneAt(i);
            if (scene.name.Contains("Level"))
            {
                yield return(UnloadSceneCo(scene));
            }
            else if (scene.name.Contains("Test"))
            {
                sceneName = "Test";
            }
        }


        OnSceneStartedLoading.Invoke();

        yield return(SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive));

        var loadedScene = SceneManager.GetSceneByName(sceneName);

        if (loadedScene.name.Contains("Level") || loadedScene.name.Contains("Test"))
        {
            SceneManager.SetActiveScene(loadedScene);
            yield return(new WaitForSeconds(0.2f));

            OnSceneLoaded.Invoke();
        }

        OnSceneInfo.Invoke(loadedScene, true);
        loadingInProgress = false;
    }
        public void Load(int index, LoadSceneMode mode)
        {
            var request = SceneManager.LoadSceneAsync(index, mode);

            if (!_allowSceneActivation)
            {
                _currentRequest = request;
            }

            request.priority             = _priority;
            request.allowSceneActivation = _allowSceneActivation;
            request.completed           += op =>
            {
                _onLoadedScene.Invoke(SceneManager.GetSceneByBuildIndex(index));
                _onLoadedSceneIndex.Invoke(index);
            };
            StartCoroutine(ProgressRoutine(request));
        }
示例#7
0
    public void LoadScene(States.State name)
    {
        RKLog.Log("load scene " + name, "sceneloader");
        if (scenes[name].loading == false && scenes[name].loaded == false)
        {
            // Debug.LogError(scenes[name].name);
            scenes[name].loading = true;
            GameObject g = HelperFunctions.GetPrefab2d(scenes[name].name, scenes[name].target);

            if (g == null)
            {
                Debug.LogError("NO GAMEOBJECT LOADED " + name);
                return;
            }

            SceneBaseClass sb = g.GetComponent <SceneBaseClass>();

            if (sb == null)
            {
                Debug.LogError("NO SCENEBASECLASS LOADED " + name);
                return;
            }



            scenes[name].gameobject = g;
            scenes[name].Scene      = sb;


            scenes[name].loaded  = true;
            scenes[name].load    = false;
            scenes[name].loading = false;

            bool issceneloaded = false;

            sceneloaded.Invoke(name);

            CheckLoadedAll();
        }
        else if (scenes[name].loaded)
        {
            Debug.LogError("Scene " + name + " already loaded");
        }
    }
示例#8
0
 void OnSceneLoaded(ISceneLoadPromise sceneLoadPromise)
 {
     onLoadComplete?.Invoke(sceneLoadPromise.Scene);
 }
示例#9
0
 public void CloseGo()
 {
     SceneCloseEvent?.Invoke();
 }
示例#10
0
 public void OpenGo()
 {
     SceneOpenEvent?.Invoke();
 }
示例#11
0
 public void LoadingOpenGo()
 {
     sceneOpenEvent?.Invoke();
 }
示例#12
0
 public void LoadingCloseGo()
 {
     sceneCloseEvent?.Invoke();
 }
示例#13
0
        /// <summary>
        /// Updates all the game objects in this scene.
        /// </summary>
        /// <param name="gameTime"></param>
        public virtual void Update(GameTime gameTime)
        {
            for (int i = 0; i < repeatFunctions.Count; i++)
            {
                FunctionCall c = repeatFunctions[i];
                c.Timer -= Time.Instance.DeltaTime;

                if (c.Timer <= 0)
                {
                    c.Action.Invoke();
                    if (c.isRepeating)
                    {
                        c.Timer = c.Interval;
                    }
                    else
                    {
                        repeatFunctions.RemoveAt(i--);
                    }
                }
            }

            // updates the objects
            foreach (GameObject obj in objects.Values)
            {
                if (obj.IsActive)
                {
                    obj.Update(gameTime);

                    if (uiState == UIState.Gameplay || uiState == UIState.Parallel || uiState == UIState.Closed)
                    {
                        obj.ProcessInput(InputManager.Instance);
                    }
                }
            }

            // adds the queued objects
            while (addObjects.Count > 0)
            {
                GameObject obj = addObjects.Dequeue();
                do
                {
                    obj.GenerateNewID();
                } while (objects.ContainsKey(obj.ID));

                objects.Add(obj.ID, obj);
                obj.OnDestroy += OnObjectDestruction;
                obj.Load(initializer);
                OnObjectAdded?.Invoke(obj);
            }

            // removes the queued objects
            while (removeObjects.Count > 0)
            {
                GameObject obj = removeObjects.Dequeue();
                RemoveObject(obj.ID);
                obj.OnDestroy -= OnObjectDestruction;
            }

            foreach (UIScreen ui in uiStack)
            {
                ui.Update(gameTime);
            }

            if (uiState != UIState.Closed && uiStack.Count != 0)
            {
                ProcessInputUI();
            }
        }