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()); }