//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * Derived Method: On Trigger //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ protected override void OnTrigger() { base.OnTrigger(); if (m_rTutorialManager != null) { SettingsMenuManager.Close(); m_rTutorialManager.BeginTutorial(m_iTutorialStartPointID); } }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // * New Method: Show Subscene //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ public void ShowSubscene() { #if URDU_LANGUAGE_ONLY CheckForAdOK(); #endif if (m_rAssignedSubsceneTutorial != null && !m_rAssignedSubsceneTutorial.HasCompletedTutorial) { m_rAssignedSubsceneTutorial.BeginTutorial(m_iTutorialStartPoint); } if (!TutorialManager_Base.TutorialOpened) { ShowSceneVignette(); PlaySceneBGM(); } if (m_rStartSceneObjectTransitionAnimation != null) { m_rStartSceneObjectTransitionAnimation.Reveal(); SetCurrentSceneObject(m_rStartSceneObjectTransitionAnimation); } IsSceneActive = true; GameManager.CurrentSubscene = this; // Assign Self to the exit buttons. If clicked, the exit button instance will call the 'disappear' function. for (int i = 0; i < m_arExitButtons.Length; ++i) { if (m_arExitButtons[i] != null) { m_arExitButtons[i].gameObject.SetActive(true); m_arExitButtons[i].enabled = true; } } }