public void changeStateWithFade( StateManager.tGameState state, int clearStates, string level, float fadeTime, Color fadeColor) { this.state = state; this.clearStates = clearStates; this.type = tTransition.FadeIn; this.time = fadeTime; this.initialTime = this.time; this.level = level; this.color = fadeColor; }
public void updateSpecialFade() { if (time < 0.0f) { if (state != StateManager.tGameState.None) { StateManager.dequeueStates(clearStates); StateManager.addState(state, level); } else { StateManager.dequeueStates(1); switch (locationType) { case WorldMapLocation.tLocationType.Arcade: StateManager.addState(StateManager.tGameState.Game, level); break; case WorldMapLocation.tLocationType.KingTomato: StateManager.addState(StateManager.tGameState.KingTomato, level); break; case WorldMapLocation.tLocationType.EpilepticMacedonia: StateManager.addState(StateManager.tGameState.EpilepticMacedonia, level); break; } } level = null; state = StateManager.tGameState.None; } }