TCreditsFadeIn = TState:new{ m_name = "TCreditsFadeIn", m_canSkip = false, events = { onBegin = function() Sound.PlayMusic(g_Sound.music.creditsTheme) EnqueueTimeExecuteScript("g_currentState.m_canSkip = true", 2) return { actors = { { actorType = "ActorGeom", properties = { name = "Menu", model = "creditos/creditos.mesh", touchable = true, layer = LF_PANELS+2}, }, { actorType = "ActorGeom", properties = { name = "Flash", model = "flashin.mesh", touchable = false, layer = LF_PANELS+4 }, }, }, setAnims = { { actorName = "Menu", properties = { anim = "creditos/creditoscicle.anm", loop = true, } }, { actorName = "Flash", properties = { anim = "flashout.anm", loop = false, } }, } } end, onClick = { button = function(_self) if(_self.m_canSkip) then Sound.StopMusic(g_Sound.music.creditsTheme) _self:setNextState(TCreditsFadeOut:new()) else _self:setNextState(_self) end end, ['currentMenuScreen:back()'] = function(_self) _self.events.onClick.button(_self) end } } } TCreditsFadeOut = TState:new{ m_name = "TCreditsFadeOut", events = { onBegin = function() log(debug.traceback()) return { setAnims = { { actorName = "Flash", properties = { anim = "flashin.anm", loop = false } }, } } end, onAnimEnded = { Flash = function(_self) log("Flash ended") log("BIEN!, onFinish de " .. _self.m_name) --_self.superState:setNextState(nil) local aux = _self:findParent("TRootState") aux:setNextState(TMainMenuFadeIn:new()) end, }, } }