/// <summary> /// Initializes GUI stuff /// </summary> protected virtual void LevelGUIStart() { // set the level name in the GUI LevelNameEvent.Trigger(SceneManager.GetActiveScene().name); // fade in MMFadeOutEvent.Trigger(IntroFadeDuration); }
/// <summary> /// Initializes GUI stuff /// </summary> protected virtual void LevelGUIStart() { // set the level name in the GUI LevelNameEvent.Trigger(SceneManager.GetActiveScene().name); // fade in if (Players.Count > 0) { MMFadeOutEvent.Trigger(IntroFadeDuration, FadeTween, FaderID, false, Players[0].transform.position); } else { MMFadeOutEvent.Trigger(IntroFadeDuration, FadeTween, FaderID, false, Vector3.zero); } }
/// <summary> /// When we catch a level name event, we change our level's name in the GUI /// </summary> /// <param name="levelNameEvent"></param> public virtual void OnMMEvent(LevelNameEvent levelNameEvent) { SetLevelName(levelNameEvent.LevelName); }