private void OnSceneLoaded(FlowEvents.OnSceneLoadedEvent e) { switch (e.SceneID) { case 1: break; case 2: break; case 3: InitGameScene(); break; default: Debug.LogErrorFormat("Invalid scene id"); break; } }
//private void OnAxisInput(int playerIndex, GameInput.Axis axis, Vector2 data) //{ // if (axis == GameInput.Axis.LStick) // { // if (data != Vector2.zero) // { // if (_currentScreen != null && !_inputProcessed) // { // _currentScreen.ProcessAxisInput(playerIndex, data); // _inputProcessed = true; // } // } // else // { // _inputProcessed = false; // } // } //} //private void OnButtonPress(int playerIndex, GameInput.Button button) //{ // if (_currentScreen != null) // { // _currentScreen.ProcessButtonInput(playerIndex, button); // } //} private void OnSceneLoaded(FlowEvents.OnSceneLoadedEvent e) { // TODO? is this needed? }