Antura  1.1.0
Antura.Core.NavigationManager Class Reference

Controls the navigation among different scenes in the application. More...

Inheritance diagram for Antura.Core.NavigationManager:

Public Member Functions

void Init ()
 Initialize the NavigationManager and its data. More...
 
void InitPlayerNavigationData (PlayerProfile _playerProfile)
 Sets the player navigation data. More...
 
AppScene GetCurrentScene ()
 
void GoToNextScene ()
 Given the current context, selects the scene that should be loaded next and loads it. This is related to the 'main' flow of the application. For 'custom' flows, refer to the custom route methods below. More...
 
void GoBack ()
 Apply logic for back button in current scene. More...
 
void ReloadScene ()
 
void GoToHome (bool debugMode=false)
 
void GoToMap (bool debugMode=false)
 
void GoToEnding (bool debugMode=false)
 
void GoToPlayerBook (BookArea bookArea)
 
void GoToPlayerCreation ()
 
void GoToReservedArea (bool debugMode=false)
 
void GoToAnturaSpace ()
 
void ExitDuringPause ()
 Exit from the current scene. Called while in pause mode. More...
 
void GotoMinigameScene ()
 Special GoTo for minigames. More...
 
bool PrevSceneIsReservedArea ()
 
void EndMinigame (int _stars)
 Called to notify end minigame with result (pushed continue button on UI). More...
 
List< EndsessionResultDataUseEndSessionResults ()
 Uses the end session results and reset it. More...
 
void ResetEndSessionResults ()
 Resets the end session results. More...
 
int CalculateUnlockItemCount ()
 Calculates the unlock item count in accord to gameplay result information. More...
 
int CalculateStarsCount ()
 Calculates earned stars in accord to gameplay result information. More...
 
void EndPlaySession (int _stars, int _bones)
 Called to notify end of playsession (pushed continue button on UI). More...
 
void InitNewPlaySession (MiniGameData dataToUse=null)
 
void RepeatCurrentGameOfPlaySession ()
 

Public Attributes

const AppScene INITIAL_SCENE = AppScene.Home
 
NavigationData NavData
 
SceneTransitionManager SceneTransitionManager = new SceneTransitionManager()
 

Static Public Attributes

static bool TEST_SKIP_GAMES = false
 

Properties

bool IsLoadingMinigame [get]
 
bool IsTransitioningScenes [get]
 
int NumberOfLoadedScenes [get]
 
bool IsInFirstLoadedScene [get]
 
Action OnSceneStartTransition [get, set]
 
Action OnSceneEndTransition [get, set]
 
MiniGameData CurrentMiniGameData [get]
 
List< MiniGameDataCurrentPlaySessionMiniGames [get]
 

Detailed Description

Controls the navigation among different scenes in the application.

Member Function Documentation

◆ CalculateStarsCount()

int Antura.Core.NavigationManager.CalculateStarsCount ( )

Calculates earned stars in accord to gameplay result information.

Returns

◆ CalculateUnlockItemCount()

int Antura.Core.NavigationManager.CalculateUnlockItemCount ( )

Calculates the unlock item count in accord to gameplay result information.

Returns

◆ EndMinigame()

void Antura.Core.NavigationManager.EndMinigame ( int  _stars)

Called to notify end minigame with result (pushed continue button on UI).

Parameters
_starsThe stars.

◆ EndPlaySession()

void Antura.Core.NavigationManager.EndPlaySession ( int  _stars,
int  _bones 
)

Called to notify end of playsession (pushed continue button on UI).

Parameters
_starsThe star.
_bonesThe bones.

◆ ExitDuringPause()

void Antura.Core.NavigationManager.ExitDuringPause ( )

Exit from the current scene. Called while in pause mode.

◆ GetCurrentScene()

AppScene Antura.Core.NavigationManager.GetCurrentScene ( )

◆ GoBack()

void Antura.Core.NavigationManager.GoBack ( )

Apply logic for back button in current scene.

◆ GoToAnturaSpace()

void Antura.Core.NavigationManager.GoToAnturaSpace ( )

◆ GoToEnding()

void Antura.Core.NavigationManager.GoToEnding ( bool  debugMode = false)

◆ GoToHome()

void Antura.Core.NavigationManager.GoToHome ( bool  debugMode = false)

◆ GoToMap()

void Antura.Core.NavigationManager.GoToMap ( bool  debugMode = false)

◆ GotoMinigameScene()

void Antura.Core.NavigationManager.GotoMinigameScene ( )

Special GoTo for minigames.

◆ GoToNextScene()

void Antura.Core.NavigationManager.GoToNextScene ( )

Given the current context, selects the scene that should be loaded next and loads it. This is related to the 'main' flow of the application. For 'custom' flows, refer to the custom route methods below.

◆ GoToPlayerBook()

void Antura.Core.NavigationManager.GoToPlayerBook ( BookArea  bookArea)

◆ GoToPlayerCreation()

void Antura.Core.NavigationManager.GoToPlayerCreation ( )

◆ GoToReservedArea()

void Antura.Core.NavigationManager.GoToReservedArea ( bool  debugMode = false)

◆ Init()

void Antura.Core.NavigationManager.Init ( )

Initialize the NavigationManager and its data.

◆ InitNewPlaySession()

void Antura.Core.NavigationManager.InitNewPlaySession ( MiniGameData  dataToUse = null)

◆ InitPlayerNavigationData()

void Antura.Core.NavigationManager.InitPlayerNavigationData ( PlayerProfile  _playerProfile)

Sets the player navigation data.

Parameters
_playerProfileThe player profile.

◆ PrevSceneIsReservedArea()

bool Antura.Core.NavigationManager.PrevSceneIsReservedArea ( )

◆ ReloadScene()

void Antura.Core.NavigationManager.ReloadScene ( )

◆ RepeatCurrentGameOfPlaySession()

void Antura.Core.NavigationManager.RepeatCurrentGameOfPlaySession ( )

◆ ResetEndSessionResults()

void Antura.Core.NavigationManager.ResetEndSessionResults ( )

Resets the end session results.

◆ UseEndSessionResults()

List<EndsessionResultData> Antura.Core.NavigationManager.UseEndSessionResults ( )

Uses the end session results and reset it.

Returns

Member Data Documentation

◆ INITIAL_SCENE

const AppScene Antura.Core.NavigationManager.INITIAL_SCENE = AppScene.Home

◆ NavData

NavigationData Antura.Core.NavigationManager.NavData

◆ SceneTransitionManager

SceneTransitionManager Antura.Core.NavigationManager.SceneTransitionManager = new SceneTransitionManager()

◆ TEST_SKIP_GAMES

bool Antura.Core.NavigationManager.TEST_SKIP_GAMES = false
static

Property Documentation

◆ CurrentMiniGameData

MiniGameData Antura.Core.NavigationManager.CurrentMiniGameData
get

◆ CurrentPlaySessionMiniGames

List<MiniGameData> Antura.Core.NavigationManager.CurrentPlaySessionMiniGames
get

◆ IsInFirstLoadedScene

bool Antura.Core.NavigationManager.IsInFirstLoadedScene
get

◆ IsLoadingMinigame

bool Antura.Core.NavigationManager.IsLoadingMinigame
get

◆ IsTransitioningScenes

bool Antura.Core.NavigationManager.IsTransitioningScenes
get

◆ NumberOfLoadedScenes

int Antura.Core.NavigationManager.NumberOfLoadedScenes
get

◆ OnSceneEndTransition

Action Antura.Core.NavigationManager.OnSceneEndTransition
getset

◆ OnSceneStartTransition

Action Antura.Core.NavigationManager.OnSceneStartTransition
getset

The documentation for this class was generated from the following file: