/// <summary>
        /// Aktualisiert den FadingProgress des Switchings.
        /// </summary>
        public void Switch(Savegame pSavegame, ref SceneData pScene, Hansel pHansel, Gretel pGretel, Camera pCamera, TwoDRenderer pRenderer)
        {
            AIManager.Instance.ClearAgents();
            FadingProgress += EngineSettings.Time.ElapsedGameTime.Milliseconds;
            pHansel.MoveManually(LeaveHansel, 1f, pScene);
            pGretel.MoveManually(LeaveGretel, 1f, pScene);
            if (FadingProgress >= FadingDuration)
            {
                //Switch
                pHansel.MoveInteractiveObject(DestinationHansel - pHansel.SkeletonPosition);
                pGretel.MoveInteractiveObject(DestinationGretel - pGretel.SkeletonPosition);
                pSavegame.SceneId  = DestinationScene;
                pScene             = pSavegame.Scenes[DestinationScene];
                pCamera.GameScreen = pScene.GamePlane;
                pScene.SetupRenderList(pHansel, pGretel);
                pRenderer.AmbientLight = pScene.SceneAmbientLight;
                //Show on new Scene
                FadingProgress = 0;
                CurrentState   = State.Entering;

                GameReferenzes.Level = pScene;
                AIManager.Instance.ChangeMap(pCamera.GameScreen, pScene.MoveArea);

                // Für alle weiteren Felder die nicht betreten werden können.
                AIManager.Instance.SetInterActiveObjects(pScene.InteractiveObjects);
                AIManager.Instance.SetAgents(pScene.Enemies);

                GameReferenzes.SceneID = DestinationScene;

                SoundHandler.Instance.ResetTime();
                FmodMediaPlayer.Instance.SetBackgroundSong(GameReferenzes.GetBackgroundMusic());
                GameReferenzes.IsSceneSwitching = false;
            }
        }
Example #2
0
 private void ContinueGame()
 {
     // Startet Spielstand aus der SaveDatei.
     FmodMediaPlayer.Instance.SetBackgroundSong(GameReferenzes.GetBackgroundMusic());
     SceneManager.Instance.SetCurrentSceneTo("Game");
 }