/** * <summary>Creates a new instance of the 'Scene: Switch' Action, set to preload a new scene</summary> * <param name = "removeSceneInfo">Data about the scene to preload</param> * <returns>The generated Action</returns> */ public static ActionScene CreateNew_PreloadOnly(SceneInfo newSceneInfo) { ActionScene newAction = (ActionScene)CreateInstance <ActionScene>(); newAction.sceneName = newSceneInfo.name; newAction.sceneNumber = newSceneInfo.number; newAction.chooseSceneBy = string.IsNullOrEmpty(newSceneInfo.name) ? ChooseSceneBy.Number : ChooseSceneBy.Name; newAction.onlyPreload = true; return(newAction); }
/** * <summary>Creates a new instance of the 'Scene: Switch' Action, set to preload a new scene</summary> * <param name = "preloadSceneName">The name of the scene to preload</param> * <returns>The generated Action</returns> */ public static ActionScene CreateNew_PreloadOnly(string preloadSceneName) { ActionScene newAction = (ActionScene)CreateInstance <ActionScene> (); newAction.sceneName = preloadSceneName; newAction.sceneNumber = -1; newAction.chooseSceneBy = ChooseSceneBy.Name; newAction.onlyPreload = true; return(newAction); }
/** * <summary>Creates a new instance of the 'Scene: Switch' Action, set to preload a new scene</summary> * <param name = "preloadSceneIndex">The index of the scene to preload</param> * <returns>The generated Action</returns> */ public static ActionScene CreateNew_PreloadOnly(int preloadSceneIndex) { ActionScene newAction = (ActionScene)CreateInstance <ActionScene>(); newAction.sceneName = string.Empty; newAction.sceneNumber = preloadSceneIndex; newAction.chooseSceneBy = ChooseSceneBy.Number; newAction.onlyPreload = true; return(newAction); }
/** * <summary>Creates a new instance of the 'Scene: Switch' Action, set to switch to a new scene</summary> * <param name = "removeSceneInfo">Data about the scene to switch to</param> * <param name = "forceReload">If True, the scene will be loaded even if currently open</param> * <param name = "overlayCurrentScreen">If True, the previous scene will be displayed during the switch to mask the transition</param> * <returns>The generated Action</returns> */ public static ActionScene CreateNew_Switch(SceneInfo newSceneInfo, bool forceReload, bool overlayCurrentScreen) { ActionScene newAction = (ActionScene)CreateInstance <ActionScene>(); newAction.sceneName = newSceneInfo.name; newAction.sceneNumber = newSceneInfo.number; newAction.chooseSceneBy = string.IsNullOrEmpty(newSceneInfo.name) ? ChooseSceneBy.Number : ChooseSceneBy.Name; newAction.onlyPreload = false; newAction.forceReload = forceReload; newAction.assignScreenOverlay = overlayCurrentScreen; return(newAction); }
/** * <summary>Creates a new instance of the 'Scene: Switch' Action, set to switch to a new scene</summary> * <param name = "newSceneName">The scene name to switch to</param> * <param name = "forceReload">If True, the scene will be loaded even if currently open</param> * <param name = "overlayCurrentScreen">If True, the previous scene will be displayed during the switch to mask the transition</param> * <returns>The generated Action</returns> */ public static ActionScene CreateNew_Switch(string newSceneName, bool forceReload, bool overlayCurrentScreen) { ActionScene newAction = (ActionScene)CreateInstance <ActionScene> (); newAction.sceneName = newSceneName; newAction.sceneNumber = -1; newAction.chooseSceneBy = ChooseSceneBy.Name; newAction.onlyPreload = false; newAction.forceReload = forceReload; newAction.assignScreenOverlay = overlayCurrentScreen; return(newAction); }