/// <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; } } }
/// <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); } }