public void TransitionState(OnEndFadeIn FadeIn,OnEndFadeOut FadeOut,_TransitionType TT) { switch (TT) { case _TransitionType.FadeOut_In: CurrentEffectObj = Instantiate (EffectObj)as GameObject; CurrentEffectScript = CurrentEffectObj.GetComponentInChildren<Effects> (); CurrentEffectScript.EndFadeOutEvent += () => { FadeOut(); doFadeIn (); }; CurrentEffectScript.EndFadeInEvent += () => { FadeIn (); Destroy (CurrentEffectObj); }; doFadeOut (); break; case _TransitionType.No_Effect: FadeOut (); FadeIn (); break; } }
public void FadeOut_FadeIn_Transition(OnEndFadeIn FadeIn,OnEndFadeOut Fadeout) { CurrentEffectObj = Instantiate (EffectObj)as GameObject; CurrentEffectScript = CurrentEffectObj.GetComponentInChildren<Effects> (); CurrentEffectScript.EndFadeOutEvent += () => { Fadeout (); doFadeIn (); }; CurrentEffectScript.EndFadeInEvent += () => { FadeIn (); Destroy (CurrentEffectObj); }; doFadeOut (); }