Esempio n. 1
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        public override void Enter(AbstractScene beforeScene)
        {
            base.Enter(beforeScene);

            _animation.gameObject.SetActive(true);
            _canChangeScene = true;
        }
Esempio n. 2
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 public override void Enter(AbstractScene beforeScene)
 {
     base.Enter(beforeScene);
     GameManager.Instance.StartGame();
     Camera.main.GetComponent <Animator>().Play("GameStart");
     StartCoroutine(WaitAndDisable());
 }
Esempio n. 3
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        public override void Enter(AbstractScene beforeScene)
        {
            base.Enter(beforeScene);

            _introAnimation.gameObject.SetActive(true);
            _introAnimation.AnimationState.Complete += OnAnimationStateComplete;
            StartCoroutine(SoundRoutine());
        }
Esempio n. 4
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        public void TransactionTo(SceneType type)
        {
            AbstractScene nextScene = _scenes.Find(s => s.Type == type);

            if (_currentScene != null)
            {
                _currentScene.Exit(nextScene);
            }

            nextScene.Enter(_currentScene);
            _currentScene = nextScene;
        }
Esempio n. 5
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 public virtual void Exit(AbstractScene nextScene)
 {
     IsActiveScene = false;
 }
Esempio n. 6
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 public virtual void Enter(AbstractScene beforeScene)
 {
     IsActiveScene = true;
     Debug.Log($"Scene entered, {_type}");
 }
Esempio n. 7
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        public override void Exit(AbstractScene nextScene)
        {
            base.Exit(nextScene);

//			_canvas.gameObject.SetActive(false);
        }
Esempio n. 8
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        public override void Enter(AbstractScene beforeScene)
        {
            base.Enter(beforeScene);

//			_canvas.gameObject.SetActive(true);
        }
Esempio n. 9
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        public override void Exit(AbstractScene nextScene)
        {
            base.Exit(nextScene);
//			_introAnimation.gameObject.SetActive(false);
        }