프로퍼티 | 타입 | 설명 | |
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loadSceneOnBackgroundThread | bool | ||
onScreenObscured | System.Action | ||
previousSceneRender | |||
wantsPreviousSceneRender | bool |
프로퍼티 | 타입 | 설명 | |
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_isNewSceneLoaded | bool | ||
sceneLoadAction | Func |
프로퍼티 | 타입 | 설명 |
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메소드 | 설명 | |
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onBeginTransition ( ) : IEnumerator |
called after the previousSceneRender occurs for the first (and only) time. At this point you can load your new Scene after yielding one frame (so the first render call happens before scene loading).
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preRender ( |
called before the Scene is rendered. This allows a transition to render to a RenderTarget if needed and avoids issues with MonoGame clearing the framebuffer when a RenderTarget is used.
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render ( |
do all of your rendering here
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tickEffectProgressProperty ( |
the most common type of transition seems to be one that ticks progress from 0 - 1. This method takes care of that for you if your transition needs to have a _progress property ticked after the scene loads.
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메소드 | 설명 | |
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SceneTransition ( Func |
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SceneTransition ( bool wantsPreviousSceneRender = true ) : System | ||
loadNextScene ( ) : IEnumerator | ||
transitionComplete ( ) : void |
this should be called when your transition is complete and the new Scene has been set. It will clean up
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protected SceneTransition ( Func |
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sceneLoadAction | Func |
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wantsPreviousSceneRender | bool | |
리턴 | System |
protected SceneTransition ( bool wantsPreviousSceneRender = true ) : System | ||
wantsPreviousSceneRender | bool | |
리턴 | System |
public preRender ( |
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graphics | Graphics. | |
리턴 | void |
public tickEffectProgressProperty ( |
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effect | ||
duration | float | duration |
easeType | EaseType | |
reverseDirection | bool | if true, _progress will go from 1 to 0. If false, it goes form 0 to 1 |
리턴 | IEnumerator |
public RenderTarget2D,Microsoft.Xna.Framework.Graphics previousSceneRender | ||
리턴 |