| 158 | } |
| 159 | |
| 160 | void Scene_Map::TransitionIn(SceneType prev_scene) { |
| 161 | auto& transition = Transition::instance(); |
| 162 | |
| 163 | // Teleport already setup a transition. |
| 164 | if (transition.IsActive()) { |
| 165 | return; |
| 166 | } |
| 167 | |
| 168 | // If an event erased the screen, don't transition in. |
| 169 | if (screen_erased_by_event) { |
| 170 | return; |
| 171 | } |
| 172 | |
| 173 | if (prev_scene == Scene::Battle) { |
| 174 | transition.InitShow(Main_Data::game_system->GetTransition(Main_Data::game_system->Transition_EndBattleShow), this); |
| 175 | return; |
| 176 | } |
| 177 | |
| 178 | Scene::TransitionIn(prev_scene); |
| 179 | } |
| 180 | |
| 181 | void Scene_Map::TransitionOut(SceneType next_scene) { |
| 182 | auto& transition = Transition::instance(); |
nothing calls this directly
no test coverage detected