private void SwitchToCurrentPlayerTL() { UITimeline tl_ui = levelUI_GO.GetComponent <UITimeline>(); PlayerController last_pc = GetCurrentPlayer(); tl_ui.trySwitchTimeline(last_pc.Mdl.TL); }
private void SwitchToNextTL() { UITimeline tl_ui = levelUI_GO.GetComponent <UITimeline>(); int next_loop_level = tl_ui.getDisplayedLoopLevel() + 1; if (next_loop_level >= Mdl.Players.Count) { next_loop_level = 0; } CurrentCamera?.GetComponent <PostFXRenderer>()?.StartAnimation(Vector2.zero, Mathf.Max(0, tl_ui.getDisplayedLoopLevel()), Mathf.Max(0, next_loop_level)); var selected_player_for_tl = Mdl.Players[next_loop_level]; ITimeline tl_to_display = selected_player_for_tl.GetComponent <PlayerController>().Mdl.TL; tl_ui.trySwitchTimeline(tl_to_display); }