using UnityEngine; /// /// This class relegates signals dispatched from the camera flythrough timeline /// public class MediaSceneLoader : MonoBehaviour { [SerializeField] private SceneLoader m_GardenSceneLoader; [SerializeField] private SceneLoader m_CockpitSceneLoader; [SerializeField] private SceneLoader m_OasisSceneLoader; private SceneLoader TerminalSceneLoader; void Start() { TerminalSceneLoader = GetComponent(); } public void EnableGarden() { m_GardenSceneLoader.EnableScene(); } public void DisableGarden() { m_GardenSceneLoader.DisableScene(); } public void EnableCockpit() { m_CockpitSceneLoader.EnableScene(); } public void DisableCockpit() { m_CockpitSceneLoader.DisableScene(); } public void EnableTerminal() { TerminalSceneLoader.EnableScene(); } public void EnableOasis() { m_OasisSceneLoader.EnableScene(); } public void DisableOasis() { m_OasisSceneLoader.DisableScene(); } public void Transition() { SceneTransitionManager.StartTransition(this); } public SceneLoader GetTerminalSceneLoader() { return TerminalSceneLoader; } }