/*************************************************************//** * * @brief 初期化処理を行う * @param なし * @return 正常終了:SUCCESSFUL * @return 異常終了:ERROR_TERTINATION * ****************************************************************/ Scene::ecSceneReturn C_PauseScene::Initialize() { if (RemainLoadProcess() == false) return Scene::ecSceneReturn::ERROR_TERMINATION; taskSystem_.Entry(std::make_shared<C_PauseUi>(ID::GameObject::s_pPAUSE_UI, TYPE_UI), Priority::Task::Update::s_ui, Priority::Task::Draw::s_ui); auto pPauseController = std::make_shared<C_PauseController>(ID::GameObject::s_pPAUSE_CONTROLLER, TYPE_SCENE_CONTROLLER); taskSystem_.Entry(pPauseController, Priority::Task::Update::s_sceneController, Priority::Task::Draw::s_sceneController); pPauseController->SetSceneChanger(GetSceneChanger()); GameObject::C_GameObjectManager::s_GetInstance()->Entry(pPauseController); pPauseController->SetSceneChanger(GetSceneChanger()); return Scene::ecSceneReturn::SUCCESSFUL; }
/*************************************************************//** * * @brief 更新処理を行う * @param なし * @return 続行 :CONTINUATIOIN * @return 正常終了:SUCCESSFUL * @return 異常終了:ERROR_TERTINATION * ****************************************************************/ ecSceneReturn C_TitleScene::Update() { if (C_KeyboardManager::s_GetInstance()->GetPressingCount(KeyCode::SDL_SCANCODE_R) == 1) { GetSceneChanger()->ReplaceScene(newEx C_Stage01Scene); } return ecSceneReturn::CONTINUATIOIN; }
/*************************************************************//** * * @brief 更新処理を行う * @param なし * @return 続行 :CONTINUATIOIN * @return 正常終了:SUCCESSFUL * @return 異常終了:ERROR_TERTINATION * ****************************************************************/ Scene::ecSceneReturn C_RankingScene::Update() { taskSystem_.Update(); #ifdef _DEBUG if (Input::C_KeyboardManager::s_GetInstance()->GetPressingCount(Input::KeyCode::SDL_SCANCODE_R) == 1) { auto pNextScene = newEx C_RootScene; //pNextScene->SetLoadFunction(C_LoadFunction::s_LoadStage01Data); //pNextScene->SetNextSceneId(ID::Scene::s_pSTAGE01); GetSceneChanger()->PopScene(); GetSceneChanger()->ReplaceScene(pNextScene); } #endif return Scene::ecSceneReturn::CONTINUATIOIN; }
/*************************************************************//** * * @brief 更新処理を行う * @param なし * @return 続行 :CONTINUATIOIN * @return 正常終了:SUCCESSFUL * @return 異常終了:ERROR_TERTINATION * ****************************************************************/ Scene::ecSceneReturn C_PauseScene::Update() { taskSystem_.Update(); #ifdef _DEBUG if (Input::C_KeyboardManager::s_GetInstance()->GetPressingCount(Input::KeyCode::SDL_SCANCODE_R) == 1) { auto pNextScene = newEx C_RootScene; GetSceneChanger()->PopScene(); GetSceneChanger()->PopScene(); GetSceneChanger()->ReplaceScene(pNextScene); Physics::C_PhysicsEngine::s_GetInstance()->EnableActive(true); } #endif return Scene::ecSceneReturn::CONTINUATIOIN; }