public static void SlideMenuView(DynamicMenuScene sender, DynamicMenuScene[] targets, Scene.SceneState finalSenderState, Scene.SceneState finalTargetState) { DynamicMenuScene target = null; if (TouchInput.IsScreenTouched) { World.cam_Main.Transform.Position += TouchInput.TouchDifference * -1.2f; } else if (TouchInput.ScreenIsNoLongerTouched) { target = GetClosestMenu(targets); if (target == sender) { target.Transition(target.State, null); return; } if (sender != null) sender.Transition(finalSenderState, target); target.Transition(finalTargetState, sender); } }
public void Transition(Scene.SceneState stateToTransitionTo, Scene otherScreen) { base.Transition(stateToTransitionTo, otherScreen); if (stateToTransitionTo == SceneState.Active) _newLevelButton.PopOut(); else if (stateToTransitionTo == SceneState.Inactive) _newLevelButton.PopIn(); }
public DeferredRenderer(Game1 game) : base(game) { m_scene = new Scene(game); m_camera = new Camera(Game); }
public virtual void Transition(SceneState stateToTransitionTo, Scene otherScreen) { _otherScreen = otherScreen; _screenState = SceneState.Transitioning; _nextState = stateToTransitionTo; }
/// <summary> /// Exits from Screen 1 to Screen 2 /// </summary> /// <param name="screen1">Name of Screen 1 (Plays Outro)</param> /// <param name="screen2">Name of Screen 2 (Plays Intro)</param> public void Transition(Scene screen1, Scene screen2) { screen1.Transition(Scene.SceneState.Inactive, screen2); screen2.Transition(Scene.SceneState.Active, screen1); }
/// <summary> /// Unlocks a previously locked scene and transitions out of the currently displayed screen. /// </summary> /// <param name="screenToUnlock"></param> /// <param name="oldScreen"></param> public void Outro_Unlock(Scene screenToUnlock, Scene oldScreen) { screenToUnlock.Transition(Scene.SceneState.Locked, oldScreen); oldScreen.Transition(Scene.SceneState.Inactive, screenToUnlock); }
/// <summary> /// Locks a scene while another appears. /// </summary> /// <param name="screenToLock">Name of the screen to lock. (Plays Lock)</param> /// <param name="newScreen">Name of the screen to appear. (Plays Intro)</param> public void Intro_Lock(Scene screenToLock, Scene newScreen) { screenToLock.Transition(Scene.SceneState.Locked, newScreen); newScreen.Transition(Scene.SceneState.Active, screenToLock); }