/// <summary>
        /// Called from the timeline animation when the fade out is finished
        /// </summary>
        public void OnFadeOutAnimationCompleted()
        {
            // Disable the frame we are coming from, freeing up CPU / GPU resources
            SourceFrame.SetActive(false);

            // Teleport the player to the new position, maintain it's Z position though
            followObject.transform.position = new Vector3(StartPosition.x, StartPosition.y, followObject.transform.position.z);

            // reenable player physics while the transition is in progress
            followObject.SetActive(true);

            // Enable the frame we are transitioning to
            DestinationFrame.SetActive(true);

            // Tell the level component what frame we're now on
            levelComponent.CurrentlyActiveFrame = DestinationFrame;
        }
Ejemplo n.º 2
0
            public Variable TryFindVariable(IMethodVariables variables, Type type)
            {
                var frameToInject = new SourceFrame();

                return(frameToInject.Variable);
            }