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); } }
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; }
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; } }
public AsyncOperation ChangeState(eScene type) { string sceneName = SceneTable.GetScenePath(type); AsyncOperation operation = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive); return(operation); }
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); }
public void ChangeScene(eScene a_eScene) { m_refScene = null; ResetPopup(); Transition.LoadLevel(a_eScene.ToDesc(), 0.5f, Color.black); }
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; }
/// <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); }
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); } } }
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()); }
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(""); }
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; } }
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; }
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()); }
public void sceneTransition(eScene scene) { SceneManager.LoadScene(sceneNames[(int)scene]); }
public void SceneChange(eScene nextScene) { mNextScene = nextScene; }
public string GetScenePath(eScene type) { return(GetPath((int)type)); }
public void LoadScene(eScene scene) => SceneManager.LoadScene(SceneName[scene]);
public GameObject GetScene(eScene scene) { return(m_listScene[(int)scene]); }
public virtual void RequestChange(eScene scene) { _sceneRequest = scene; _changeRequested = true; }
private void LoadScene(eScene scene) { SceneManager.LoadScene((int)scene); }
// Use this for initialization private void Start() { mNextScene = eScene.Boost; }
// 切り替え先のシーンをセット. public void TransScene(eScene nextScene) { m_nextScene = nextScene; Transit(eStatus.eFadeOut); }