; generated script [is_fe_demo_splash_screens] state sInitial { when always { goto splash_basic_gameplay bind "ui clear" bind "renderer fade restore 1" bind "ui add splash_controller" bind "ui add splash_basic_gameplay" bind "ui add Splash_Icons_Page1" bind "ui add Splash_Icons_Page2" bind "ui add splash_adv_gameplay" } } state splash_basic_gameplay { entry { entryTime 0.000 bind "ui ..splash_basic_gameplay show" } when always { waitTime 30.000 goto splash_adv_gameplay exitTime 0.5 bind "ui ..splash_basic_gameplay hide" } when actionButton { waitTime 0.250 goto splash_adv_gameplay exitTime 0.5 bind "ui ..splash_basic_gameplay hide" } } state splash_adv_gameplay { entry { entryTime 0.000 bind "ui ..splash_adv_gameplay show" } when always { waitTime 30.000 goto splash_icons exitTime 0.5 bind "ui ..splash_adv_gameplay hide" } when actionButton { waitTime 0.250 goto splash_icons exitTime 0.5 bind "ui ..splash_adv_gameplay hide" } } state splash_icons { entry { entryTime 0.000 bind "ui ..Splash_Icons_Page1 show" } when always { waitTime 10.000 goto splash_icons2 exitTime 0.5 bind "ui ..Splash_Icons_Page1 hide" } when actionButton { waitTime 0.250 goto splash_icons2 exitTime 0.5 bind "ui ..Splash_Icons_Page1 hide" } } state splash_icons2 { entry { entryTime 0.000 bind "ui ..Splash_Icons_Page2 show" } when always { waitTime 10.000 goto splash_controller exitTime 0.5 bind "ui ..Splash_Icons_Page2 hide" } when actionButton { waitTime 0.250 goto splash_controller exitTime 0.5 bind "ui ..Splash_Icons_Page2 hide" } } state splash_controller { entry { entryTime 1.000 bind "ui ..splash_controller show" } when always { waitTime 30.000 goto exit exitTime 0.5 bind "ui ..splash_controller hide" } when actionButton { waitTime 0.250 goto exit exitTime 0.5 bind "ui ..splash_controller hide" } } state exit { entry { entryTime 1.000 bind "renderer fade black 1" } when always { goto exit bind "gc load next" } } initialState sInitial ; end of script [is_fe_demo_splash_screens]