protected void TransitionInternal() { var transitionPoint = new TransitionPoint(); transitionPoint.newSceneName = nomeDaCena; transitionPoint.resetInputValuesOnTransition = resetInputValuesOnTransition; transitionPoint.transitionDestinationTag = GetDestinationTag(letraDaTag); transitionPoint.transitionType = TransitionPoint.TransitionType.DifferentZone; SceneController.TransitionToScene(transitionPoint); }
public void TransitionToSceneCustom(string sceneName) { TransitionPoint trans = new TransitionPoint(); trans.newSceneName = sceneName; trans.requiresInventoryCheck = false; trans.resetInputValuesOnTransition = false; trans.transitionType = TransitionPoint.TransitionType.DifferentZone; trans.transitionWhen = TransitionPoint.TransitionWhen.ExternalCall; SceneController.TransitionToScene(trans); }
protected void TransitionInternal() { //if (requiresInventoryCheck) //{ // if(!inventoryCheck.CheckInventory (inventoryController)) // return; //} if (transitionType == TransitionType.SameScene) { GameObjectTeleporter.Teleport(transitioningGameObject, destinationTransform.transform); } else { SceneController.TransitionToScene(this); } }
//es llamado por el ontrigger u interact pressed protected void TransitionInternal() { // requiere llave? si no ejecute las dos opciones abajo (mismo lugar o nueva escena) if (requiresInventoryCheck) { //Lista de chequeo? if (!inventoryCheck.CheckInventory(inventoryController)) { return; } } //Si escogi en la misma escena hagame un teleporter if (transitionType == TransitionType.SameScene) // misma escena { GameObjectTeleporter.Teleport(transitioningGameObject, destinationTransform.transform); //metodo estatico, creo me lleva a un T2 en GameObjectTeleporter... } else //si voy a otra escena llevele esta mismo script escena { SceneController.TransitionToScene(this); //metodo estatico de SceneController para cambiar de escena, llevele este script } }
public void TransitionToScene(SceneTransitionStart transitionPoint) { SceneController.TransitionToScene(transitionPoint); }
//public enum TransitionType //{ // DifferentScene, SameScene //} //public enum TransitionWhen //{ // ExternalCall, OnTriggerEnter //} //[Tooltip("This is the gameobject that will transition if the transitionwhen is set to OnTriggerEnter. For example, the player.")] //public GameObject transitioningGameObject; //[Tooltip("Whether the transition will be within this scene, to a different zone or a non-gameplay scene.")] //public TransitionType transitionType; //[Tooltip("What should trigger the transition to start.")] //public TransitionWhen transitionWhen; //bool m_TransitioningGameObjectPresent; //void Start() //{ //if (transitionWhen == TransitionWhen.ExternalCall) // m_TransitioningGameObjectPresent = true; //} //void OnTriggerEnter2D(Collider2D other) //{ // if (other.gameObject == transitioningGameObject) // { // m_TransitioningGameObjectPresent = true; // if (SceneFader.IsFading || SceneController.Transitioning) // return; // if (transitionWhen == TransitionWhen.OnTriggerEnter) // TransitionInternal(); // } //} //void OnTriggerExit2D(Collider2D other) //{ // if (other.gameObject == transitioningGameObject) // { // m_TransitioningGameObjectPresent = false; // } //} #endregion protected void TransitionInternal() { SceneController.TransitionToScene(this); }