private void CreateChoices(List <string> choiceStrings, int currentSceneNumber, List <UnityAction> choiceButtonActions = null) { sceneData = GetComponentInParent <SceneData>(); foreach (string s in choiceStrings) { GameObject choice = Instantiate(choicePrefab, gameObject.transform); choiceGameObjects.Add(choice); choiceButtons.Add(choice.GetComponent <Button>()); choiceTexts.Add(choice.GetComponentInChildren <TextMeshProUGUI>()); } if (choiceButtonActions == null) { choiceButtonActions = new List <UnityAction>(); sceneLinkChain = Resources.Load <SceneLinkChain>("SceneLinkChain"); for (int i = 0; i < sceneData.nextScenes.Count; i++) { //choiceButtons[i].onClick.AddListener(() => sceneLinkChain.GoToSceneIngame(sceneData.sceneNumber, sceneData.nextScenes[i])); choiceButtons[i].onClick.AddListener(delegate { sceneLinkChain.GoToSceneIngame(sceneData.sceneNumber, sceneData.nextScenes[i]); }); } } }
private async Task SceneTransitionNextScene() { await sceneTransition.SceneTransition(TransitionType.fadeOut); sceneLinkChain.GoToSceneIngame(currentSceneData.sceneNumber, currentSceneData.nextScenes[0]); }