public override void Enter(AbstractScene beforeScene) { base.Enter(beforeScene); _animation.gameObject.SetActive(true); _canChangeScene = true; }
public override void Enter(AbstractScene beforeScene) { base.Enter(beforeScene); GameManager.Instance.StartGame(); Camera.main.GetComponent <Animator>().Play("GameStart"); StartCoroutine(WaitAndDisable()); }
public override void Enter(AbstractScene beforeScene) { base.Enter(beforeScene); _introAnimation.gameObject.SetActive(true); _introAnimation.AnimationState.Complete += OnAnimationStateComplete; StartCoroutine(SoundRoutine()); }
public void TransactionTo(SceneType type) { AbstractScene nextScene = _scenes.Find(s => s.Type == type); if (_currentScene != null) { _currentScene.Exit(nextScene); } nextScene.Enter(_currentScene); _currentScene = nextScene; }
public virtual void Exit(AbstractScene nextScene) { IsActiveScene = false; }
public virtual void Enter(AbstractScene beforeScene) { IsActiveScene = true; Debug.Log($"Scene entered, {_type}"); }
public override void Exit(AbstractScene nextScene) { base.Exit(nextScene); // _canvas.gameObject.SetActive(false); }
public override void Enter(AbstractScene beforeScene) { base.Enter(beforeScene); // _canvas.gameObject.SetActive(true); }
public override void Exit(AbstractScene nextScene) { base.Exit(nextScene); // _introAnimation.gameObject.SetActive(false); }