public override SplashSceneState Update(float delta, ref float alpha) { SplashSceneState nextState = this; _wait += delta; if (_wait >= WaitingTime && _scene.IsLoaded) { nextState = new SplashSceneStateEnd(_scene); Logger.Print("Main scene loaded"); } return(nextState); }
public override SplashSceneState Update(float delta, ref float alpha) { SplashSceneState nextState = this; _wait += delta; alpha = 255 * (1 / FadeInTime) * _wait; if (_wait >= FadeInTime) { Drawer.SetScene(_scene); } return(nextState); }
public override SplashSceneState Update(float delta, ref float alpha) { SplashSceneState nextState = this; _wait += delta; alpha = 255 * (1 / FadeOutTime) * (FadeOutTime - _wait); if (_wait >= FadeOutTime) { var scene = new SpaceScene(); scene.Load(); nextState = new SplashSceneStateLoad(scene); Logger.Print("Waiting load main scene"); } return(nextState); }