//overide in the specific effects to have them behave appropriately public virtual void OnTransitionShift(s_Transition.e_transitionStates state) { switch (state) { case s_Transition.e_transitionStates.NULL: break; case s_Transition.e_transitionStates.StartTransition: break; case s_Transition.e_transitionStates.WaitingForTransitionSceneToLoad: break; case s_Transition.e_transitionStates.WaitingForTransitionToReachUnloadPoint: break; case s_Transition.e_transitionStates.WaitingForSceneSwap: break; case s_Transition.e_transitionStates.StartSceneSwap: break; case s_Transition.e_transitionStates.TransitionEnd: break; } }
protected void callTranstionChangeStateEvent(s_Transition.e_transitionStates newState) { SwitchToTransitionState?.Invoke(newState); }