public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
        {
            var transitioner = animator.GetComponent <SceneTransitioner>();

            if (transitioner != null)
            {
                SceneController.UnregisterTransitioner(transitioner);
            }
            else
            {
                Logger.LogError("Animator is missing a SceneTransitioner");
            }
        }
Ejemplo n.º 2
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        public void Notify(TransitionState state)
        {
            switch (state)
            {
            case TransitionState.Intro:
                _scrollRect.content.anchoredPosition = Database.Load <WorldMapScrollData>(0).Value.scrollOffset;
                break;

            case TransitionState.Outro:
                var data = Database.Load <WorldMapScrollData>(0);
                data.Value.scrollOffset = _scrollRect.content.anchoredPosition;
                Database.Save(data);

                SceneController.UnregisterTransitioner(this);
                break;
            }
        }
Ejemplo n.º 3
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        public void Notify(TransitionState state)
        {
            switch (state)
            {
            case TransitionState.Loading:
                break;

            case TransitionState.Intro:
                break;

            case TransitionState.Outro:
                // return items to the pool before the scene changes. OnDestroy is too late.
                ClearGridNodeInstances();
                ClearGridItemInstances();
                SceneController.UnregisterTransitioner(this);
                break;
            }
        }
Ejemplo n.º 4
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 private void OnDestroy()
 {
     SceneController.UnregisterTransitioner(this);
     Level.StopListeningForLevelEvents(ReceiveLevelEvents);
     SpriteResource.ClearCache();
 }
Ejemplo n.º 5
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 private void OnDestroy()
 {
     SceneController.UnregisterTransitioner(this);
 }