IEnumerator SetActivePhase(GM_Phase newPhase) { Debug.Log("set active phase 1 : " + newPhase.GetType().ToString()); UN_CameraFade.ClearAll(); bool readyToSwitch1 = false; UN_CameraFade.FadeToBlack(() => { readyToSwitch1 = true; }, 2.0f); //### PJS TO DO : remove time IEnumerator it; _previousPhase = _curPhase; if (_previousPhase != null) { it = _previousPhase.Exit(newPhase); while (it.MoveNext()) { yield return(null); } UN.SetActive(_previousPhase, false); } // wait for fade to black to be done while (readyToSwitch1 == false) { yield return(null); } _curPhase = newPhase; UN.SetActive(newPhase, true); it = newPhase.Enter(_previousPhase); while (it.MoveNext()) { yield return(null); } string newSceneName = newPhase.SceneName; if (!string.IsNullOrEmpty(newSceneName) && newSceneName != SceneManager.GetActiveScene().name) { AsyncOperation loadingOp = SceneManager.LoadSceneAsync(newSceneName); if (loadingOp != null) { while (loadingOp.isDone == false) { yield return(null); } Events.SendGlobal(new SceneChangedEvent() { Name = _curPhase.SceneName }); } } Events.SendGlobal(new GM_GamePhaseChangedEvent() { NewPhase = _curPhase == null ? null : _curPhase.GetType(), OldPhase = _previousPhase == null ? null : _previousPhase.GetType() }); { bool readyToSwitch2 = false; UN_CameraFade.FadeToTransparent(() => { readyToSwitch2 = true; }, 2.0f); //### pjs todo fix time while (readyToSwitch2 == false) { yield return(null); } } _changingState = false; Debug.Log("set active phase 2 : " + newPhase.GetType().ToString()); }
public System.Type GetCurrentPhase() { return(_curPhase == null ? null : _curPhase.GetType()); }