void TutorialInit() { tutorial = new Tutorial(); tutorial.Load(Content); sceneNum = SceneNum.Tutorial; Window.Title = "ここに移動回数とホコリの残数が表示されるよ!"; }
void StageBarClear() { stageUi = new StageUI(); stageUi.Load(Content); stageUi.SetClearTexture(); sceneNum = SceneNum.Clear; }
void TitleInit() { title = new Title(); title.Load(Content); sceneNum = SceneNum.Title; Window.Title = "ルンバじゃないよモンバだよ!■■"; }
void ResultInit() { sceneNum = SceneNum.Result; result = new Result(); result.SetText(Content); Window.Title = "遊んでくれてありがとう!"; }
void StageBarStart() { stageUi = new StageUI(); stageUi.Load(Content); stageUi.SetStartTexture(); sceneNum = SceneNum.Start; GameInit(); }
/// <summary> /// ロード処理 /// </summary> /// <param name="num">ロードするシーン番号</param> /// <returns></returns> IEnumerator LoadScene(SceneNum num) { AsyncOperation async = SceneManager.LoadSceneAsync(scenes[num]); // シーンのロードが完了するまでループ while (!async.isDone) { // ロードゲージに進捗状況を反映 loadingGauge.value = async.progress; yield return(null); } }
void init() { DataSet(); SkillSpace.Init(); NowScene = SceneNum.Home; if (FirstStart == true) { //맨처음 시작 했을 때 PM.AddMoney(100); FirstStart = false; } }
/// <summary> /// 今の画面状態をセットして /// スプライトやスクリプトを切替 /// </summary> /// <param name="_state">ステート</param> public void StateChange(SceneNum _state) { switch (_state) { case SceneNum.TITLE_SCENE: m_TitileSprites.enabled = true; m_MenuObjects.SetActive(false); m_NowState = (int)_state; m_TitleState.enabled = true; m_MenuState.enabled = false; break; case SceneNum.MENU_SCENE: m_TitileSprites.enabled = false; m_MenuObjects.SetActive(true); m_NowState = (int)_state; m_TitleState.enabled = false; m_MenuState.enabled = true; break; } }
/// <summary> /// ロード用フラグセット関数 /// </summary> /// <param name="num">ロードしたいシーンの番号</param> public void OnLoad(SceneNum num) { loadingUI.SetActive(true); StartCoroutine(LoadScene(num)); }
public void GoHomeScene() { NowScene = SceneNum.Home; StartCoroutine(HomeSceneLoadingSystem((int)NowScene)); }
public void GoWarScene() { NowScene = SceneNum.War; PM.PriestInit(); StartCoroutine(WarSceneLoadingSystem((int)NowScene)); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } //BGM if (MediaPlayer.State != MediaState.Playing) //state 状態 { MediaPlayer.Play(bgm); } //シーン制御 switch (sceneNum) { case SceneNum.Title: title.UpAndDown(); if (title.PushEnter()) { TutorialInit(); } break; case SceneNum.Tutorial: if (tutorial.PushEnter()) { StageBarStart(); } break; case SceneNum.Start: if (stageUi.BarSlide()) { sceneNum = SceneNum.Game; } break; case SceneNum.Game: Window.Title = "移動回数:" + player.NumberOfMoves + " 残りのホコリ:" + map.EnemyConut + " リトライ:Kキー"; player.Move(); player.Blink(); player.Collition(map.MapChipNum, map.ChipSize, map.WallChipNum); player.Scroll(map.Width, map.ChipSize); map.ChipScaling(); map.EnemyTach(player.MiddleX, player.MiddleY); if (map.EnemyCheck()) { StageBarClear(); } if (Keyboard.GetState().IsKeyDown(Keys.K)) { StageBarStart(); //初期化 } break; case SceneNum.Clear: if (stageUi.BarSlide()) { ResultInit(); } break; case SceneNum.Result: if (Keyboard.GetState().IsKeyDown(Keys.H)) { TitleInit(); } if (Keyboard.GetState().IsKeyDown(Keys.K)) { StageBarStart(); } break; } base.Update(gameTime); }
IEnumerator AsyncLoading(SceneNum num) { _Async = SceneManager.LoadSceneAsync((int)num); _Async.allowSceneActivation = false; yield return(_Async); }