/// <summary>
	/// Raises the transition part completed event.
	/// </summary>
	/// <param name="source">Source.</param>
	/// <param name="args">Arguments.</param>
	protected virtual void OnTransitionPartCompleted (object source, TransitionPartEventArgs args) {
		if (TransitionPartCompleted != null) {
			TransitionPartCompleted (source, new TransitionPartEventArgs () {
				transitedOut = (transitState == TransitionState.TransitedOut)
			});
		}
	}
	/// <summary>
	/// The transiter action completed event was triggered.
	/// </summary>
	/// <param name="source">Source.</param>
	/// <param name="args">Arguments.</param>
	public void OnTransiterActionCompleted (object source, TransitionPartEventArgs args) {
		if (transitState == TransitionState.TransitingOut) {
//			((UITransiter)source).DisableImage ();
			transitState = TransitionState.TransitedOut;
			args.transitedOut = true;
		} else {
			transitState = TransitionState.TransitedIn;
		}

		if (TransitionPartCompleted != null) {
			TransitionPartCompleted (source, args);
		}
	}
	/// <summary>
	/// The transition part completed event was triggered.
	/// </summary>
	/// <param name="source">Source.</param>
	/// <param name="args">Arguments.</param>
	public void OnTransitionPartCompleted (object source, TransitionPartEventArgs args) {
		OnTransitionCompleted (this);

		if (!args.transitedOut) {
			ChangeToNextScene ();
		} else {
			string curScene = SceneManager.GetActiveScene ().name;

			switch (curScene) {
			case "Intro":
				StartCoroutine (WaitBeforeTransitingIn (5f));
				break;
			}
		}
	}
Example #4
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	/// <summary>
	/// Raises the fade completed event.
	/// </summary>
	/// <param name="source">Source.</param>
	/// <param name="args">Arguments.</param>
	protected virtual void OnTransiterActionCompleted (object source, TransitionPartEventArgs args) {
		if (TransiterActionCompleted != null) {
			TransiterActionCompleted (gameObject, args);
		}
	}