public void beforeTransitionIn(States.State state) { SceneBaseClass scene = SceneLoader.Instance.GetScene(state); if (scene != null) { scene.BeforeTransitionIn(); } }
private void stateAgain(States.State state) { if (SceneLoader.Instance.GetScene(state) != null) { SceneBaseClass sb = SceneLoader.Instance.GetScene(state); if (sb) { sb.TappedAgain(); } } }
public void LoadScene(States.State name) { RKLog.Log("load scene " + name, "sceneloader"); if (scenes[name].loading == false && scenes[name].loaded == false) { // Debug.LogError(scenes[name].name); scenes[name].loading = true; GameObject g = HelperFunctions.GetPrefab2d(scenes[name].name, scenes[name].target); if (g == null) { Debug.LogError("NO GAMEOBJECT LOADED " + name); return; } SceneBaseClass sb = g.GetComponent <SceneBaseClass>(); if (sb == null) { Debug.LogError("NO SCENEBASECLASS LOADED " + name); return; } scenes[name].gameobject = g; scenes[name].Scene = sb; scenes[name].loaded = true; scenes[name].load = false; scenes[name].loading = false; bool issceneloaded = false; sceneloaded.Invoke(name); CheckLoadedAll(); } else if (scenes[name].loaded) { Debug.LogError("Scene " + name + " already loaded"); } }
private void completeAnimation() { SceneAnimatorObject animation = null; if (animations.Count > 0) { animation = animations[0]; } //Debug.LogError("complete animation "); if (animation != null && animation.outScene != null) { SceneBaseClass scene = SceneLoader.Instance.GetScene(animation.outScene.State); if (scene != null) { scene.AfterTransitionOut(); } SceneLoader.Instance.Hide(animation.outScene.State); } if (animation != null && animation.inScene != null) { SceneBaseClass scene = SceneLoader.Instance.GetScene(animation.inScene.State); if (scene != null) { scene.AfterTransitionIn(); } } if (animations.Count > 0) { animations.RemoveAt(0); } _animating = false; GlobalController.StateManager.Unlock(); animate(); //Debug.LogError("complete animation end"); complete.Invoke(); }