I took a look at Xeno's event fading, which works for various things, but in regards to warping to maps, it would be a nightmare to implement. I want to implement a basic fade(using Fade.cs[Fade.FadeIn , Fade.FadeOut]) to make a smooth transition between ONLY Unconnected maps. I'm assuming I'll need to edit this bit of code(though I'm probably wrong), but I'm unsure how to make it only with unconnected maps.
public override Guid CurrentMap
{
get => base.CurrentMap;
set
{
if (value != base.CurrentMap)
{
var oldMap = MapInstance.Get(base.CurrentMap);
var newMap = MapInstance.Get(value);
base.CurrentMap = value;
if (Globals.Me == this)
{
if (MapInstance.Get(Globals.Me.CurrentMap) != null)
{
Audio.PlayMusic(MapInstance.Get(Globals.Me.CurrentMap).Music, 3, 3, true);
}
if (newMap != null && oldMap != null)
{
newMap.CompareEffects(oldMap);
}
}
}
}
}
Question
Lunam
I took a look at Xeno's event fading, which works for various things, but in regards to warping to maps, it would be a nightmare to implement. I want to implement a basic fade(using Fade.cs[Fade.FadeIn , Fade.FadeOut]) to make a smooth transition between ONLY Unconnected maps. I'm assuming I'll need to edit this bit of code(though I'm probably wrong), but I'm unsure how to make it only with unconnected maps.
Β
Any help is much appreciated!
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