/// <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; }
public Variable TryFindVariable(IMethodVariables variables, Type type) { var frameToInject = new SourceFrame(); return(frameToInject.Variable); }