예제 #1
0
    public void SetNewPosition(direction_to_move move, System.Action callback)
    {
        if (callback != null)
        {
            endMoveCallback = callback;
        }



        switch (move)
        {
        case direction_to_move.down:
            currentPosition.y -= 480;
            break;

        case direction_to_move.left:
            currentPosition.x -= 640;
            break;

        case direction_to_move.right:
            currentPosition.x += 640;
            break;

        case direction_to_move.up:
            currentPosition.y += 480;
            break;
        }


        StartCoroutine(AlignToNewPosition());
    }
예제 #2
0
        //this add camera movement on transition
        public static void MoveToSceneFrom <From, To>(bool aditive = true, direction_to_move move_to = direction_to_move.right, System.Action <To> callback = null)
            where From : SceneController
            where To : SceneController
        {
            // Disable interaction on everything
            foreach (SceneController controller in SceneRepository.GetAllScenes())
            {
                controller.SetInteractable(false);
            }



            SceneRepository.LoadScene <To> (true, true, delegate(To loadedSceneController) {
                // Cleanup assets
                Resources.UnloadUnusedAssets();
                CameraAlign camAlign = Camera.main.gameObject.GetComponent <CameraAlign>();

                if (camAlign != null)
                {
                    camAlign.SetNewPosition(move_to, delegate(){
                        if (!aditive)
                        {
                            SceneRepository.UnloadScene <From>();
                        }

                        if (callback != null)
                        {
                            callback(loadedSceneController);
                        }
                    });
                }
                else
                {
                    Debug.Log("----------Errorrrrrrr cam is null");
                }
            });
        }