/* Not needed anymore now that I just scan for the ParticleController type, but these are the names of the particles that are part of the camera and not the scene
         * Might be useful in the future
         *
         * private static readonly string[] ParticleNames =
         * {
         *  "royal_garden_particles",
         *  "white_palace_particles",
         *  "town_particle_set",
         *  "outskirts_particles",
         *  "default_particles",
         *  "fungus_particles",
         *  "mines_particles",
         *  "fog_canyon_particles",
         *  "waterways_particles",
         *  "ruins_interior_particles",
         *  "dream_particles",
         *  "resting_grounds_particles",
         *  "hive_drip_particles",
         *  "fungal_wastes_particles",
         *  "Deepnest Particles",
         *  "abyss particles"
         * };
         */


        public static void CallFreezeParticles(Scene arg0, LoadSceneMode loadSceneMode)
        {
            if (arg0.name == GameManager.GetBaseSceneName(arg0.name))
            {
                CoroutineStarter.StartCoroutine(FindParticles());
            }
        }
Beispiel #2
0
 private void StartRoutine(Scene arg0, LoadSceneMode loadSceneMode)
 {
     if (arg0.name == "Fungus3_archive_02_boss")
     {
         _coroutineStarter.StartCoroutine(FixUumuu());
     }
 }
 private void StartRoutine(Scene scene, LoadSceneMode lsm)
 {
     if (scene.name == "Fungus3_archive_02_boss")
     {
         _coro.StartCoroutine(FixUumuu());
     }
 }
 private void FixPlandoDelayStarter(Item item, Location location)
 {
     _coroutineStarter.StartCoroutine(FixPlandoDelay(item, location));
 }
 public void FadeIn()
 {
     _coroutineStarter.StartCoroutine(CanvasUtil.FadeInCanvasGroup(canvasGroup));
 }