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59 lines
1.8 KiB
59 lines
1.8 KiB
using UnityEngine;
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#if !(UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
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using UnityEngine.SceneManagement;
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#endif
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using System.Collections;
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namespace Gamestrap
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{
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/// <summary>
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/// Main Control that handles all of the global Application logic, specially the scene transitions
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/// </summary>
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public class GSAppExampleControl : MonoBehaviour
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{
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public static GSAppExampleControl Instance;
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private static int VisibleVariable = Animator.StringToHash("Visible");
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public Animator faderAnimator;
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public AnimationClip fadingClip;
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void Awake()
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{
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if (Instance != null)
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{
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//ApplicationControl already exists
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Destroy(gameObject);
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return;
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}
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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public void LoadScene(ESceneNames sceneName)
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{
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StartCoroutine(LoadSceneTransitions(sceneName));
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}
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private IEnumerator LoadSceneTransitions(ESceneNames sceneName)
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{
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faderAnimator.SetBool(VisibleVariable, true);
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yield return new WaitForEndOfFrame();
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yield return new WaitForSeconds(fadingClip.length);
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#if UNITY_4_6
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//LoadLevelAsync wasn't in the free version of Unity in 4.6 so did this for compatibility reasons
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Application.LoadLevel(sceneName.ToString());
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while (Application.isLoadingLevel)
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{
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yield return new WaitForEndOfFrame();
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}
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#elif UNITY_5_0 || UNITY_5_1 || UNITY_5_2
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yield return Application.LoadLevelAsync(sceneName.ToString());
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#else
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yield return SceneManager.LoadSceneAsync(sceneName.ToString());
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#endif
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faderAnimator.SetBool(VisibleVariable, false);
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}
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}
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}
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