IEnumerator Updated(SceneIngame sig) { sig.gameObject.SetActive(true); sig.TakePicture(); yield return(new WaitForFixedUpdate()); sig.gameObject.SetActive(false); }
public void OnUpdateTitleScreen(int id, string title) { World.Instance.timeLine.scenesTimeline[id].screenTitle.title = title; SceneIngame scene = scenesIngame[id]; scene.InitTitle(id, title); StartCoroutine(Updated(scene)); }
void AddNewTitleScene(int sceneID, string title) { print("AddNewTitleScene " + sceneID); sceneActive = Instantiate(sceneIngame); sceneActive.transform.SetParent(container); sceneActive.InitTitle(sceneID, title); scenesIngame.Add(sceneActive); Activate(); }
public void AddNewScene(int sceneID, int backgroundID) { print("AddNewScene " + sceneID); sceneActive = Instantiate(sceneIngame); sceneActive.transform.SetParent(container); sceneActive.Init(sceneID, backgroundID); scenesIngame.Add(sceneActive); Activate(); Events.OnChangeBackground(backgroundID); Events.RefreshCharacters(); }
public void OnActivateScene(int id) { int arrPosID = GetPositionByID(id); timeline.activeSceneID = arrPosID; sceneActive = scenesIngame[arrPosID]; //sceneActive = scenesIngame [id]; Activate(); activeScenesTimeline = timeline.scenesTimeline[arrPosID]; Events.OnChangeBackground(sceneActive.backgroundID); Events.NewSceneActive(arrPosID); }
public void OnDeleteScene(int sceneID) { SceneIngame sig = null; foreach (SceneIngame s in scenesIngame) { if (s.id == sceneID) { sig = s; } } scenesIngame.Remove(sig); Destroy(sig.gameObject); ActivateLastNonTitleScene(); }