Preset Behaviour - Katsuya100/SceneLayer-Trial GitHub Wiki

概要

The following is a list of preset Behaviours.
You may not need to use these Behaviour depending on your project.
However, I think they have enough functionality for learning the use of SceneLayer at the beginning.

LayerBehaviour

LayerBehaviour

Common base class for Layer.
Specify this if you only want to Load the asset and do nothing else.

TransitionBehaviour

Trigger

Detects the issuance of a trigger string and executes a Transition.
It behaves like Animator's Trigger.
image

You can select the Trigger Transition in the SceneLayerEditor and specify the parameters from the Inspector.
image

Parameter Detais
Trigger Specify a trigger string freely.Example:TitleTap

Trigger strings can be issued with the following notation.

Trigger.Set([Trigger strings]);

TriggerButton Component

image
If you add a Trigger Button component along with the Button component of the uGUI, Trigger.Set() will be automatically executed when the button is pressed.
This is useful when setting up from code is troublesome.

BackKey

Detects back key presses and executes Transition.
image
No parameters.

LoaderBehaviour

SceneLoader

Loads a scene registered in BuildSettings.
image
On the SceneLayerEditor, select the Layer where the SceneLoader is set and specify the parameters from the Inspector.
image

Parameter Details
Scene Property for scene specification.Specify the scene you want to display by dragging and dropping or other operations.
Is Active Scene Check the box to make it an active scene.

ResourcesPrefabLoader

Load Prefab under the Resources folder.
image
You can select a Layer with ResourcePrefabLoader in the SceneLayerEditor and specify parameters from the Inspector.

Parameter Details
Prefab Property for Prefab specification.Specify the Prefab to be displayed by drag & drop or other operation.
Parent Specify the GameObject you want to parent by dragging and dropping it.CrossReference allows references to be maintained across scenes and Prefab.

*For more information about CrossReference, click here.