/// <summary> /// What the object should do when interacted with. /// </summary> public override void OnInteract() { if (player != null) { TransitionManager.MakeTransition(scene.SceneName, spawnName); } }
//--------------------------------------------------------------------- // Auxiliary Methods //--------------------------------------------------------------------- private void selectLevel() { if (currentOption >= 0) { LevelSelectOption option = Options[currentOption]; TransitionManager.MakeTransition(option.GetSceneName()); } }
/// <summary> /// Returns to the main menu. /// </summary> public void ReturnToMainMenu() { Time.timeScale = 1; TransitionManager.MakeTransition("main_menu"); pauseScreen.SetActive(false); DialogManager.EndDialog(); paused = false; }
//------------------------------------------------------------------------- // Public Interface //------------------------------------------------------------------------- /// <summary> /// Start playing the game. /// </summary> public void PlayGame() { VSave.Reset(); VSave.CreateSlot("demo"); VSave.ChooseSlot("demo"); GameManager.Player?.ClearInventory(); TransitionManager.MakeTransition(sceneName, spawnName); }
/// <summary> /// Move on to the next scene. /// </summary> public void ChangeScenes() { if (OnSlideshowFinished != null) { OnSlideshowFinished.Invoke(); } TransitionManager.MakeTransition(Scene.SceneName, NextSpawn, VCamName); }
//------------------------------------------------------------------------- // Auto Node API //------------------------------------------------------------------------- public override void Handle(GraphEngine graphEngine) { if (OnSceneLoad != null) { TransitionManager.AddTransitionEvents(OnSceneLoad); } TransitionManager.MakeTransition(scene.SceneName, spawnPoint); }
//------------------------------------------------------------------------- // Public Interface //------------------------------------------------------------------------- /// <summary> /// Perform a transition to the next scene. /// </summary> public void DoTransition() { TransitionManager.MakeTransition(scene.SceneName, spawnPoint); }
public void Transition() { TransitionManager.MakeTransition(scene, spawn); }