public IEnumerator ChangeCoroutine(SceneName scene)
    {
        yield return(StartCoroutine(Fade.Instance().FadeOutCoroutine(1.0f, Color.black)));

        UnityEngine.SceneManagement.SceneManager.LoadScene(scene.String());
        Fade.Instance().FadeIn(1.0f, Color.black);
    }
示例#2
0
    /// <summary>
    /// 非同期ロード
    /// </summary>
    /// <returns></returns>
    private IEnumerator LoadData(SceneName scene)
    {
        //ロードキャンパス生成
        loadCanvas = Instantiate((GameObject)Resources.Load("Prefab/LoadCanvas"));
        yield return(new WaitForSeconds(0.5f));

        Image loadImage = loadCanvas.GetComponentInChildren <Image>();
        Text  loadText  = loadCanvas.GetComponentInChildren <Text>();
        //読み込んでる感を出す
        var elapsed = 0f;

        while (elapsed < waitBeforeLoadingSeconds)
        {
            var t = Time.time;
            yield return(null);

            elapsed += (Time.time - t);
            var par = Mathf.Clamp01(elapsed / waitBeforeLoadingSeconds);
            loadText.text = (par * waitBeforeLoadingAmount * 100).ToString("F0") + "%";
        }
        loadText.text = (waitBeforeLoadingAmount * 100).ToString("F0") + "%";
        //実際の読み込みで進むパーセンテージの計算
        var remine = (1f - waitBeforeLoadingAmount);

        UnityEngine.Assertions.Assert.IsTrue(remine > 0);
        //非同期読み込みを開始
        AsyncOperation async = SceneManager.LoadSceneAsync(scene.String());

        async.allowSceneActivation = false;        // シーン遷移をしない
        while (async.progress < 0.9f)
        {
            //ロード進展
            //サークル回転はアニメーションで

            loadText.text = ((waitBeforeLoadingAmount + (remine * async.progress)) * 100).ToString("F0") + "%";
            yield return(new WaitForEndOfFrame());
        }
        loadText.text = "100%";
        yield return(new WaitForSeconds(0.5f));

        //ステージ名表示
        yield return(StartCoroutine(StageName(scene)));

        async.allowSceneActivation = true;// シーン遷移許可
    }
示例#3
0
 /// <summary>
 /// シーンの変更
 /// </summary>
 /// <param name="scene">次のシーン</param>
 public void Change(SceneName scene)
 {
     SceneManager.LoadScene(scene.String());
 }