public void OnActiveSceneChanged(Scene prevScene, Scene scene) { if (scene.name == "MenuViewControllers" && prevScene.name == "EmptyTransition") { BSMLSettings.instance.AddSettingsMenu("Particle Overdrive", "ParticleOverdrive.UI.POUI.bsml", UI.POUI.instance); } LoadConfig(); if (!CameraNoiseWorldParticlesEnabled) { return; } if (_controller == null) { _controller = new GameObject("WorldEffectController"); GameObject.DontDestroyOnLoad(_controller); _particleController = _controller.AddComponent <WorldParticleController>(); _noiseController = _controller.AddComponent <CameraNoiseController>(); bool particleState = Config.DustParticles; _particleController.Init(particleState); bool noiseState = Config.CameraGrain; _noiseController.Init(noiseState); } if (env.Contains(scene.name)) { _particleController.OnSceneChange(scene); _noiseController.OnSceneChange(scene); } }
void SceneManagerOnActiveSceneChanged(Scene _, Scene scene) { Logger.Debug($"Scene Change! {scene.name}"); if (_controller == null) { _controller = new GameObject("WorldEffectController"); GameObject.DontDestroyOnLoad(_controller); _particleController = _controller.AddComponent <WorldParticleController>(); _noiseController = _controller.AddComponent <CameraNoiseController>(); bool particleState = ModPrefs.GetBool(ModPrefsKey, "dustParticles", true, true); _particleController.Init(particleState); bool noiseState = ModPrefs.GetBool(ModPrefsKey, "cameraNoise", true, true); _noiseController.Init(noiseState); } if (env.Contains(scene.name)) { _particleController.OnSceneChange(scene); _noiseController.OnSceneChange(scene); } }
public void OnActiveSceneChanged(Scene _, Scene scene) { Logger.Log($"Scene Change! {scene.name}"); if (_controller == null) { _controller = new GameObject("WorldEffectController"); GameObject.DontDestroyOnLoad(_controller); _particleController = _controller.AddComponent <WorldParticleController>(); _noiseController = _controller.AddComponent <CameraNoiseController>(); bool particleState = Config.DustParticles; _particleController.Init(particleState); bool noiseState = Config.CameraGrain; _noiseController.Init(noiseState); } if (env.Contains(scene.name)) { _particleController.OnSceneChange(scene); _noiseController.OnSceneChange(scene); } }