/* loadingScene: 5_HideScene -> 0_MainMenu activeScene: 5_HideScene -> 0_MainMenu loadingScene: 0_MainMenu -> 0_Prologue activeScene: 0_MainMenu -> 0_Prologue loadingScene: 0_Prologue -> 1_CampScene activeScene: 0_Prologue -> 1_CampScene loadingScene: 1_CampScene -> 2_ParkScene activeScene: 1_CampScene -> 2_ParkScene loadingScene: 2_ParkScene -> 3_Garage activeScene: 2_ParkScene -> 3_Garage loadingScene: 3_Garage -> 4_CarScene activeScene: 3_Garage -> 4_CarScene loadingScene: 4_CarScene -> 5_HideScene activeScene: 4_CarScene -> 5_HideScene loadingScene: 5_HideScene -> 6_Escape activeScene: 5_HideScene -> 6_Escape loadingScene: 6_Escape -> 7_2 EndTrue activeScene: 6_Escape -> 7_2 EndTrue */ state("SomethingRush") {} startup { Assembly.Load(File.ReadAllBytes("Components/asl-help")).CreateInstance("Unity"); vars.Helper.LoadSceneManager = true; vars.Helper.AlertLoadless(); vars.TimerModel = new TimerModel { CurrentState = timer }; } update { current.activeScene = vars.Helper.Scenes.Active.Name ?? current.activeScene; current.loadingScene = vars.Helper.Scenes.Loaded[0].Name ?? current.loadingScene; //print((current.activeScene != current.loadingScene) + ""); if(old.activeScene != current.activeScene) print("activeScene: " + old.activeScene + " -> " + current.activeScene); if(old.loadingScene != current.loadingScene) print("loadingScene: " + old.loadingScene + " -> " + current.loadingScene); } isLoading { return current.activeScene != current.loadingScene; } start { return old.activeScene == "0_MainMenu" && current.activeScene == "0_Prologue"; } split { return old.activeScene != current.activeScene && old.activeScene[0] < current.activeScene[0]; } exit { vars.TimerModel.Reset(); }