void SetNextSceneFlow(SceneFlowType _type) { if (mCurSceneFlow != null) { mCurSceneFlow.LeaveFlow (); mCurSceneFlow = null; } switch(_type) { case SceneFlowType.Dive: mCurSceneFlow = new SceneFlow_Dive(); break; case SceneFlowType.Ready: mCurSceneFlow = new SceneFlow_Ready(); break; case SceneFlowType.Fight: mCurSceneFlow = new SceneFlow_Fight(); break; default: break; } if (mCurSceneFlow != null) { mCurSceneFlow.Initial (); mCurSceneFlow.EnterFlow (); } }
private IEnumerator MainLoop() => default; // 0x00CB5F20-0x00CB5F80 public static void SetNextFlow(ISceneFlow sceneFlow) { } // 0x00CB5FB0-0x00CB6080