@@ -210,7 +210,7 @@ var ScenePlugin = new Class({
210210 *
211211 * @method Phaser.Scenes.ScenePlugin#restart
212212 * @since 3.4.0
213- *
213+ *
214214 * @param {object } [data] - The Scene data.
215215 *
216216 * @return {Phaser.Scenes.ScenePlugin } This ScenePlugin object.
@@ -227,7 +227,7 @@ var ScenePlugin = new Class({
227227
228228 /**
229229 * @typedef {object } Phaser.Scenes.ScenePlugin.SceneTransitionConfig
230- *
230+ *
231231 * @property {string } target - The Scene key to transition to.
232232 * @property {integer } [duration=1000] - The duration, in ms, for the transition to last.
233233 * @property {boolean } [sleep=false] - Will the Scene responsible for the transition be sent to sleep on completion (`true`), or stopped? (`false`)
@@ -241,24 +241,24 @@ var ScenePlugin = new Class({
241241
242242 /**
243243 * This will start a transition from the current Scene to the target Scene given.
244- *
244+ *
245245 * The transition will last for the duration specified in milliseconds.
246- *
246+ *
247247 * You can have the target Scene moved above or below this one in the display list.
248- *
248+ *
249249 * You can specify an update callback. This callback will be invoked _every frame_ for the duration
250250 * of the transition.
251251 *
252252 * This Scene can either be sent to sleep at the end of the transition, or stopped. The default is to stop.
253- *
253+ *
254254 * There are also 5 transition related events: This scene will emit the event `transitionto` when
255255 * the transition begins, which is typically the frame after calling this method.
256- *
256+ *
257257 * The target Scene will emit the event `transitioninit` when that Scene's `init` method is called.
258258 * It will then emit the event `transitionstart` when its `create` method is called.
259259 * If the Scene was sleeping and has been woken up, it will emit the event `transitionwake` instead of these two,
260260 * as the Scenes `init` and `create` methods are not invoked when a Scene wakes up.
261- *
261+ *
262262 * When the duration of the transition has elapsed it will emit the event `transitioncomplete`.
263263 * These events are cleared of all listeners when the Scene shuts down, but not if it is sent to sleep.
264264 *
@@ -268,7 +268,7 @@ var ScenePlugin = new Class({
268268 * this Scenes update loop to stop, then the transition will also pause for that duration. There are
269269 * checks in place to prevent you accidentally stopping a transitioning Scene but if you've got code to
270270 * override this understand that until the target Scene completes it might never be unlocked for input events.
271- *
271+ *
272272 * @method Phaser.Scenes.ScenePlugin#transition
273273 * @since 3.5.0
274274 *
@@ -443,12 +443,13 @@ var ScenePlugin = new Class({
443443 * @param {string } key - The Scene key.
444444 * @param {(Phaser.Scene|Phaser.Scenes.Settings.Config|function) } sceneConfig - The config for the Scene.
445445 * @param {boolean } autoStart - Whether to start the Scene after it's added.
446+ * @param {object } [data] - The Scene data.
446447 *
447448 * @return {Phaser.Scenes.ScenePlugin } This ScenePlugin object.
448449 */
449- add : function ( key , sceneConfig , autoStart )
450+ add : function ( key , sceneConfig , autoStart , data )
450451 {
451- this . manager . add ( key , sceneConfig , autoStart ) ;
452+ this . manager . add ( key , sceneConfig , autoStart , data ) ;
452453
453454 return this ;
454455 } ,
@@ -476,7 +477,7 @@ var ScenePlugin = new Class({
476477
477478 /**
478479 * Runs the given Scene, but does not change the state of this Scene.
479- *
480+ *
480481 * If the given Scene is paused, it will resume it. If sleeping, it will wake it.
481482 * If not running at all, it will be started.
482483 *
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