/* Not needed anymore now that I just scan for the ParticleController type, but these are the names of the particles that are part of the camera and not the scene * Might be useful in the future * * private static readonly string[] ParticleNames = * { * "royal_garden_particles", * "white_palace_particles", * "town_particle_set", * "outskirts_particles", * "default_particles", * "fungus_particles", * "mines_particles", * "fog_canyon_particles", * "waterways_particles", * "ruins_interior_particles", * "dream_particles", * "resting_grounds_particles", * "hive_drip_particles", * "fungal_wastes_particles", * "Deepnest Particles", * "abyss particles" * }; */ public static void CallFreezeParticles(Scene arg0, LoadSceneMode loadSceneMode) { if (arg0.name == GameManager.GetBaseSceneName(arg0.name)) { CoroutineStarter.StartCoroutine(FindParticles()); } }
private void StartRoutine(Scene arg0, LoadSceneMode loadSceneMode) { if (arg0.name == "Fungus3_archive_02_boss") { _coroutineStarter.StartCoroutine(FixUumuu()); } }
private void StartRoutine(Scene scene, LoadSceneMode lsm) { if (scene.name == "Fungus3_archive_02_boss") { _coro.StartCoroutine(FixUumuu()); } }
private void FixPlandoDelayStarter(Item item, Location location) { _coroutineStarter.StartCoroutine(FixPlandoDelay(item, location)); }
public void FadeIn() { _coroutineStarter.StartCoroutine(CanvasUtil.FadeInCanvasGroup(canvasGroup)); }