Exemple #1
0
    public void LoadScene(string sceneName, string beaconName, bool fade = true)
    {
        if (SceneManager.GetActiveScene().name != sceneName && fade)
        {
            GlobalController.FadeToBlack();
        }
        this.currentBeaconName = beaconName;
        GlobalController.playerFollower.DisableFollowing();
        GlobalController.playerFollower.DisableSmoothing();

        //preserve dash/supercruise state between scenes
        PlayerController pc = GlobalController.pc;

        pc.LockInSpace();
        //if the wings are open, don't leave a trail if they move around in the level
        closedJets = false;
        if (pc.wings != null)
        {
            if (pc.wings.HasOpenJets())
            {
                pc.wings.DisableJetTrails();
                closedJets = true;
            }
        }
        frozePlayerBeforeTransition = (pc.dashing || pc.supercruise);

        StartCoroutine(LoadAsync(sceneName));
    }
    public void LoadScene(string sceneName, Beacon beacon, bool fade = true)
    {
        if (fade)
        {
            GlobalController.FadeToBlack();
        }
        transition.beacon = beacon;

        GlobalController.pc.EnterCutscene();

        StartCoroutine(LoadAsync(sceneName, fade));
    }
    public void LoadScene(string sceneName, Beacon beacon, bool fade = true)
    {
        if (fade)
        {
            GlobalController.FadeToBlack();
        }
        this.currentBeacon = beacon;

        PlayerController pc = GlobalController.pc;

        pc.EnterCutscene();

        StartCoroutine(LoadAsync(sceneName, fade));
    }
    public void LoadScene(string sceneName, Beacon beacon, bool fade = true)
    {
        if (fade)
        {
            GlobalController.FadeToBlack();
        }
        this.currentBeacon = beacon;
        GlobalController.playerFollower.DisableFollowing();
        GlobalController.playerFollower.DisableSmoothing();

        //preserve dash/supercruise state between scenes
        PlayerController pc = GlobalController.pc;

        pc.LockInSpace();
        frozePlayerBeforeTransition = pc.supercruise;

        StartCoroutine(LoadAsync(sceneName));
    }