public IEnumerator LoadDream(Dream dream) { Debug.Log($"Loading dream '{dream.Name}'"); if (MusicSource != null && MusicSource.isPlaying) { MusicSource.Stop(); } TextureSetSystem.DeregisterAllMaterials(); string currentScene = SceneManager.GetActiveScene().name; OnLevelPreLoad.Raise(); SceneManager.LoadScene(DreamScene.ScenePath); yield return(null); ResourceManager.ClearLifespan("scene"); CurrentDream = dream; // then instantiate the LBD if it has one if (dream.Type == DreamType.Legacy) { LBDLoader.LoadLBD(dream.LBDFolder, dream.LegacyTileMode, dream.TileWidth); } // load the manifest if it has one if (!string.IsNullOrEmpty(dream.Level)) { string levelPath = PathUtil.Combine(Application.streamingAssetsPath, dream.Level); LevelLoader.LoadLevel(levelPath); } ApplyEnvironment(dream.ChooseEnvironment(GameSave.CurrentJournalSave.DayNumber)); SettingsSystem.CanControlPlayer = true; SettingsSystem.CanMouseLook = true; OnLevelLoad.Raise(); MusicSource = MusicSystem.PlayRandomSongFromDirectory(PathUtil.Combine(Application.streamingAssetsPath, JournalLoader.Current.MusicFolder)); OnSongChange.Raise(); // reenable pausing PauseSystem.CanPause = true; ToriiCursor.Hide(); ToriiFader.Instance.FadeOut(1F, () => _currentlyTransitioning = false); }
public void Update() { if (Controls.Current.Actions.Run.WasPressed) { OnCreditsEnd.Raise(); _creditsFinished = true; } if (!_creditsFinished && UISectionContainer.anchoredPosition.y > UISectionContainer.rect.height + 500) { OnCreditsEnd.Raise(); _creditsFinished = true; } }
public IEnumerator ReturnToTitle() { Debug.Log("Loading title screen"); if (MusicSource != null && MusicSource.isPlaying) { MusicSource.Stop(); } var asyncLoad = SceneManager.LoadSceneAsync(TitleScene.ScenePath); while (!asyncLoad.isDone) { yield return(null); } ResourceManager.ClearLifespan("scene"); OnReturnToTitle.Raise(); yield return(null); ToriiCursor.Show(); ToriiFader.Instance.FadeOut(1F); }
public void Start() { if (!GameLoadSystem.GameLoaded) { OnGameLaunch.Raise(); } }
public IEnumerator LoadGameCoroutine() { // do game startup stuff here TResourceManager.RegisterHandler(new LBDHandler()); TResourceManager.RegisterHandler(new TIXHandler()); TResourceManager.RegisterHandler(new Texture2DHandler()); TResourceManager.RegisterHandler(new MOMHandler()); TResourceManager.RegisterHandler(new ToriiAudioClipHandler()); TResourceManager.RegisterHandler(new TIXTexture2DHandler()); Screenshotter.Instance.Init(); // set the sort order for the fader so the version text appears on top during fades ToriiFader.Instance.SetSortOrder(0); Shader.SetGlobalFloat("_FogStep", 0.08F); Shader.SetGlobalFloat("AffineIntensity", 0.5F); // okay, it's a fake loading screen LOL // it used to be real but it's been optimised away and I liked the animation too much if (!Application.isEditor) { yield return(new WaitForSeconds(3)); } else { yield return(null); } GameLoaded = true; OnGameDataLoaded.Raise(); }
public void Unpause() { Time.timeScale = 1; OnGameUnpaused.Raise(); Settings.CanMouseLook = true; ToriiCursor.Hide(); }
public void Update() { if (Controls.Current.Actions.Start.WasReleased) { ToTrigger.Raise(); } }
public void Pause() { if (!CanPause) { return; } Time.timeScale = 0; OnGamePaused.Raise(); Settings.CanMouseLook = false; ToriiCursor.Show(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); GUI.enabled = Application.isPlaying; ToriiEvent e = target as ToriiEvent; if (GUILayout.Button("Raise")) { e.Raise(); } }
public void SetVisible(bool visible) { CommandInputField.text = string.Empty; _visible = visible; gameObject.SetActive(visible); if (visible) { StartCoroutine(updateScrollRect()); selectInputField(); OnConsoleOpen.Raise(); } else { OnConsoleClose.Raise(); } }
public IEnumerator LoadGameCoroutine() { // do game startup stuff here GameSettings.Initialize(); TResourceManager.RegisterHandler(new LBDHandler()); TResourceManager.RegisterHandler(new TIXHandler()); TResourceManager.RegisterHandler(new Texture2DHandler()); TResourceManager.RegisterHandler(new MaterialHandler()); ControlSchemeManager.Initialize(); DreamJournalManager.Initialize(); MapReader.MapScaleFactor = 1F; GameSettings.LoadSettings(); Shader.SetGlobalFloat("_FogStep", 0.08F); Shader.SetGlobalFloat("AffineIntensity", 0.5F); PsxVram.Initialize(); if (Application.isEditor) { // if we're running inside the editor, we want to have the mouse! GameSettings.SetCursorViewState(true); } yield return(LBDTilePool.InitialiseCoroutine()); // TODO //SaveGameManager.LoadGame(); OnGameDataLoaded.Raise(); }
public void SpawnPlayer(GameObject player) { Player = player.transform; OnPlayerSpawned.Raise(); }