/// <summary> /// シーン遷移処理 /// </summary> public void SceneTransition() { switch (_nextOrder) { case TransitionOrder.New: NewTransition(); break; case TransitionOrder.Back: BackTransition(); break; } _nextOrder = TransitionOrder.None; _nextSceneCondition = null; _nextTransitionInfo = null; }
/// <summary> /// シーン遷移指定:前のシーンに戻る /// </summary> public void BackScene() { _nextOrder = TransitionOrder.Back; _nextSceneCondition = null; }
/// <summary> /// シーン遷移処理 /// </summary> public void SceneTransition() { switch (_nextOrder) { case TransitionOrder.New: NewTransition(); break; case TransitionOrder.Back: BackTransition(); break; } _nextOrder = TransitionOrder.None; _nextSceneCondition = null; _nextTransitionInfo = null; }
/// <summary> /// シーン遷移指定:新しいシーンの作成 /// </summary> /// <param name="nextSceneCondition"></param> /// <param name="transitionInfo"></param> public void NewScene(SceneCondition nextSceneCondition, TransitionInfo transitionInfo) { _nextOrder = TransitionOrder.New; _nextSceneCondition = nextSceneCondition; _nextTransitionInfo = transitionInfo; }
/// <summary> /// シーン遷移指定:前のシーンに戻る /// </summary> public void BackScene() { _nextOrder = TransitionOrder.Back; _nextSceneCondition = null; }
/// <summary> /// シーン遷移指定:新しいシーンの作成 /// </summary> /// <param name="nextSceneCondition"></param> /// <param name="transitionInfo"></param> public void NewScene(SceneCondition nextSceneCondition, TransitionInfo transitionInfo) { _nextOrder = TransitionOrder.New; _nextSceneCondition = nextSceneCondition; _nextTransitionInfo = transitionInfo; }