示例#1
0
    public void ChangeScene(eScene scene)
    {
        SceneBase change = null;

        switch (scene)
        {
        case eScene.None:
            break;

        case eScene.MainTown:
            change = new MainScene();
            break;

        case eScene.Battle:

            break;

        default:
            break;
        }

        if (change != null)
        {
            SceneSwitch(change);
        }
    }
示例#2
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    IEnumerator SceneLoader(eScene nextScene)
    {
        if (nextScene == eScene.None)
        {
            yield break;
        }

        //シーンの読み込み
        AsyncOperation async = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(nextScene.ToString(),
                                                                                       UnityEngine.SceneManagement.LoadSceneMode.Single);

        //読み込みができるまで待つ
        while (async.isDone == false)
        {
            yield return(null);
        }

        //現在アクティブになっているシーンを取得する
        mScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();

        //前回のシーンを設定
        mOldeScene = mNowScene;

        //今のシーンを設定
        mNowScene = mNextScene;

        //読み込み終了したなら次のシーンがないように設定
        mNextScene = eScene.None;

        yield break;
    }
示例#3
0
    void ChangeScene(eScene a_eScene)
    {
        m_pNowScene = null;

        switch (a_eScene)
        {
        case eScene.Main:
        {
            m_pNowScene = new MainScene();
        }
        break;

        case eScene.Select:
        {
            m_pNowScene = new SelectScene();
        }
        break;

        case eScene.Player:
        {
            m_pNowScene = new PlayerScene();
        }
        break;
        }
    }
示例#4
0
        public AsyncOperation ChangeState(eScene type)
        {
            string         sceneName = SceneTable.GetScenePath(type);
            AsyncOperation operation = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);

            return(operation);
        }
示例#5
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    IEnumerator updatePauseCoroutine()
    {
        eScene nextScene = eScene.NONE;

        m_disableUpdate = true;

        m_PauseObject.SetActive(true);

        while (true)
        {
            //	エスケープの場合はゲームに戻る.
            if (Input.GetKeyDown(KeyCode.Escape))
            {
                break;
            }

            //	決定の場合は指定された処理を行う.
            if (Input.GetKeyDown(KeyCode.Space) | Input.GetKeyDown(KeyCode.Return))
            {
                nextScene = (m_PauseObject.GetComponent <mbPauseManager>().m_SelectReturnGame)? eScene.NONE : eScene.TITLE;
                break;
            }
        }

        //	ゲームに戻る場合.
        if (nextScene == eScene.NONE)
        {
            m_PauseObject.SetActive(false);
            m_disableUpdate = false;
            yield break;
        }

        changeScene(nextScene);
    }
示例#6
0
    public void ChangeScene(eScene a_eScene)
    {
        m_refScene = null;

        ResetPopup();

        Transition.LoadLevel(a_eScene.ToDesc(), 0.5f, Color.black);
    }
示例#7
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    public static void ChangeScene(eScene nextScene)
    {
        string sceneName = selectSceneName(nextScene);

        if (sceneName == "")
        {
            return;
        }

        Application.LoadLevel(sceneName);
    }
        public async Task LoadSceneAsync(eScene scene, eLoadSceneMode mode = eLoadSceneMode.Single)
        {
            AsyncOperation asyncOperation = SceneManager.LoadSceneAsync((int)scene, (LoadSceneMode)mode);

            while (!asyncOperation.isDone)
            {
                await Task.Yield();
            }

            await Task.CompletedTask;
        }
示例#9
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    /// <summary>
    /// シーン変更
    /// </summary>
    /// <param name="scene">Scene.</param>
    public void ChangeScene(eScene scene)
    {
        ShowBarrior(true);

        if (sceneBase != null)
        {
            // ステートを出る時に行う処理を投げる.
            OnLeave();
        }

        SceneManager.LoadScene((int)scene);
    }
示例#10
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 public void ShowScene(eScene scene)
 {
     for (eScene e = 0; e < eScene.MAX; e++)
     {
         if (scene == e)
         {
             m_listScene[(int)e].SetActive(true);
         }
         else
         {
             m_listScene[(int)e].SetActive(false);
         }
     }
 }
示例#11
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    protected void changeScene(eScene nextScene)
    {
        //	文字の明滅をオフに.
        mbBlinkText [] scripts = gameObject.GetComponentsInChildren <mbBlinkText> ();
        foreach (mbBlinkText script in scripts)
        {
            script.enabled = false;
        }

        setFadeSprireRenderer(false);

        m_nextScene = nextScene;
        StartCoroutine(changeSceneCoroutine());
    }
示例#12
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    static string selectSceneName(eScene nextScene)
    {
        switch (nextScene)
        {
        case eScene.TITLE:
            return("titleScene");

        case eScene.GAME:
            return("gameScene");

        case eScene.RESULT:
            return("resultScene");

        case eScene.OLD_GAME:
            return("oldgame");
        }

        return("");
    }
示例#13
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    public void ChangeScene(eScene a_eScene)
    {
        m_pNowScene = null;

        switch (a_eScene)
        {
        case eScene.Start:
        { m_pNowScene = new Start(); }
        break;

        case eScene.Stage1:
        { m_pNowScene = new Scene1(); }
        break;

        case eScene.Stage2:
        { m_pNowScene = new Scene2(); }
        break;
        }
    }
示例#14
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    public void SetScene(eScene scene)
    {
        switch (scene)
        {
        case eScene.TITLE:
            break;

        case eScene.GAMEOVER:
            break;

        case eScene.PLAY:
            break;

        case eScene.THEEND:
            break;
        }
        ShowScene(scene);
        m_eScene = scene;
    }
示例#15
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    public IEnumerator SetAudioProfile(eScene scene)
    {
        yield return(null);

        if (CurrentScene != scene)
        {
            CurrentScene = scene;
            ClearVolumeValues();
        }
        switch (scene)
        {
        case eScene.IntroScreen:
            IntroScreenSnapshot.TransitionTo(0f);
            break;

        case eScene.InGame:
            InGameSnapshot.TransitionTo(2.0f);
            break;

        case eScene.InMenu:
            InMenuSnapshot.TransitionTo(0);
            break;

        case eScene.InMenuSetMusicVolume:
            InMenuSetMusicVolumeSnapshot.TransitionTo(0);
            break;

        case eScene.InMenuSetSfxVolume:
            InMenuSetSfxVolumeSnapshot.TransitionTo(0);
            break;

        case eScene.InMenuSetAmbientVolume:
            InMenuSetAmbientVolumeSnapshot.TransitionTo(0);
            break;

        case eScene.Max:
        default:
            break;
        }

        StartCoroutine(SetPlayerVolume());
    }
示例#16
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 public void sceneTransition(eScene scene)
 {
     SceneManager.LoadScene(sceneNames[(int)scene]);
 }
示例#17
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 public void SceneChange(eScene nextScene)
 {
     mNextScene = nextScene;
 }
示例#18
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 public string GetScenePath(eScene type)
 {
     return(GetPath((int)type));
 }
示例#19
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 public void LoadScene(eScene scene) =>
 SceneManager.LoadScene(SceneName[scene]);
示例#20
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 public GameObject GetScene(eScene scene)
 {
     return(m_listScene[(int)scene]);
 }
示例#21
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 public virtual void RequestChange(eScene scene)
 {
     _sceneRequest    = scene;
     _changeRequested = true;
 }
示例#22
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 private void LoadScene(eScene scene)
 {
     SceneManager.LoadScene((int)scene);
 }
示例#23
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 // Use this for initialization
 private void Start()
 {
     mNextScene = eScene.Boost;
 }
示例#24
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 // 切り替え先のシーンをセット.
 public void TransScene(eScene nextScene)
 {
     m_nextScene = nextScene;
     Transit(eStatus.eFadeOut);
 }
示例#25
0
 public void sceneTransition(eScene scene)
 {
     SceneManager.LoadScene(sceneNames[(int)scene]);
 }