protected virtual void Update() { if (_queuedPhase != null && _changingState == false) { _changingState = true; GM_Phase newPhase = _queuedPhase; _queuedPhase = null; StartCoroutine(SetActivePhase(newPhase)); } }
public virtual IEnumerator Exit(GM_Phase newPhase) { yield return(null); }
public virtual IEnumerator Enter(GM_Phase oldPhase) { yield return(null); }
IEnumerator SetActivePhase(GM_Phase newPhase) { Debug.Log("set active phase 1 : " + newPhase.GetType().ToString()); UN_CameraFade.ClearAll(); bool readyToSwitch1 = false; UN_CameraFade.FadeToBlack(() => { readyToSwitch1 = true; }, 2.0f); //### PJS TO DO : remove time IEnumerator it; _previousPhase = _curPhase; if (_previousPhase != null) { it = _previousPhase.Exit(newPhase); while (it.MoveNext()) { yield return(null); } UN.SetActive(_previousPhase, false); } // wait for fade to black to be done while (readyToSwitch1 == false) { yield return(null); } _curPhase = newPhase; UN.SetActive(newPhase, true); it = newPhase.Enter(_previousPhase); while (it.MoveNext()) { yield return(null); } string newSceneName = newPhase.SceneName; if (!string.IsNullOrEmpty(newSceneName) && newSceneName != SceneManager.GetActiveScene().name) { AsyncOperation loadingOp = SceneManager.LoadSceneAsync(newSceneName); if (loadingOp != null) { while (loadingOp.isDone == false) { yield return(null); } Events.SendGlobal(new SceneChangedEvent() { Name = _curPhase.SceneName }); } } Events.SendGlobal(new GM_GamePhaseChangedEvent() { NewPhase = _curPhase == null ? null : _curPhase.GetType(), OldPhase = _previousPhase == null ? null : _previousPhase.GetType() }); { bool readyToSwitch2 = false; UN_CameraFade.FadeToTransparent(() => { readyToSwitch2 = true; }, 2.0f); //### pjs todo fix time while (readyToSwitch2 == false) { yield return(null); } } _changingState = false; Debug.Log("set active phase 2 : " + newPhase.GetType().ToString()); }
public void QueuePhase <T>() where T : GM_Phase { Debug.Log("Queing phase: " + typeof(T).GetType().ToString()); _queuedPhase = GetPhase <T>(); }
public void QueuePhase(GM_Phase p) { Dbg.Assert(_queuedPhase == null); Dbg.Assert(p != null); _queuedPhase = p; }
protected void AddPhase(GM_Phase phase) { _phases.Add(phase); }