Ejemplo n.º 1
0
    private void ChangeScene()
    {
        if (displayData.SceneList.Count > 0)
        {
            if (currentSceneSequenceID > displayData.SceneList.Count - 1)
            {
                currentSceneSequenceID = 0;
            }
            currentScene = displayData.SceneList[currentSceneSequenceID];
            currentScene.setActive();

            SceneManager.LoadScene(currentScene.sceneID);
            bgParticleManager.ActivateBackgroundParticle(currentScene.EffectID);
            currentSceneSequenceID++;
            //Load specific details about the scene configuration
            UpdateSceneTimer();
            if (connectedRef2 != null)
            {
                connectedRef2.SetValueAsync(true);
            }



            if (currentSceneSequenceID > displayData.SceneList.Count - 1)
            {
                currentSceneSequenceID = 0;
            }
        }
    }
Ejemplo n.º 2
0
    private void PauseLoop()
    {
        pauseLoop = true;
        Scene tmpscene = SceneManager.GetActiveScene();

        if (tmpscene.buildIndex != displayData.lockedScene)
        {
            currentScene = new scene();
            currentScene.setActive();
            currentScene.sceneID = displayData.lockedScene;
            SceneManager.LoadScene(displayData.lockedScene);
            updateMatchMadness = true;
        }
    }
Ejemplo n.º 3
0
 private void UpdateCurrentSceneData()
 {
     if (currentScene != null && displayData.SceneList != null && currentScene.sceneID != 0)
     {
         scene foundScene = displayData.SceneList.Find(s => s.promoID.Equals(currentScene.promoID));
         if (foundScene != null)
         {
             if (foundScene.lastUpdated != currentScene.lastUpdated || foundScene.promotionStatus != currentScene.promotionStatus)
             {
                 currentScene = foundScene;
                 currentScene.setActive();
                 updateSceneDataNow = true;
                 UpdateSceneTimer();
                 saveSettingsFile();
             }
         }
     }
 }