SceneManager::GetCurrentSceneId method returns a last scene's Id
after called SceneManager::GoForward method with animation type.
Is it a bug or am I missing something?
[Class A]…SCENE_A
void ClassA::method() {
SceneManager* pSceneManager = SceneManager::GetInstance();
AppAssert(pSceneManager);
pSceneManager->GoForward(ForwardSceneTransition(SCENE_B, SCENE_TRANSITION_ANIMATION_TYPE_NONE)); // GetCurrentSceneId will return “SCENE_B” at ClassB::OnInitializing.
pSceneManager->GoForward(ForwardSceneTransition(SCENE_B, SCENE_TRANSITION_ANIMATION_TYPE_ZOOM_IN)); // GetCurrentSceneId will return “SCENE_A" at ClassB::OnInitializing.
}
[Class B]
result ClassB::OnInitializing(void) {
SceneManager* pSceneManager = SceneManager::GetInstance();
AppAssert(pSceneManager);
AppLog(“%ls”, pSceneManager->GetCurrentSceneId().GetPointer());
}