void EnterInternal() { CutsceneMode.Enter(); IsMiniGameActive = true; Globals.GameVars.camera_Mapview.SetActive(false); //Globals.GameVars.FPVCamera.SetActive(false); }
void EnterInternal(bool disableCamera) { CutsceneMode.Enter(); IsMiniGameActive = true; Globals.GameVars.camera_Mapview.SetActive(false); if (disableCamera) { Globals.GameVars.FPVCamera.SetActive(false); } }
IEnumerator ExitInternal() { // unload all additive minigame scenes. don't leave cutscene mode until its done to avoid weirdness if (Scene.HasValue) { yield return(SceneManager.UnloadSceneAsync(Scene.Value)); Scene = null; } CutsceneMode.Exit(); IsMiniGameActive = false; Globals.GameVars.camera_Mapview.SetActive(true); Globals.GameVars.FPVCamera.SetActive(true); }