Part 4: Add an Incoming Call
If CGI Studio Scene Composer supports multiple global StateMachines,State Machines, you can add an incoming call scene that will poppops up onwhen ayou pressingtype e.g.Enter key_enteror other key and vanishesdisappears again when pressingyou e.g.type key_escape.Escape or other key.
Creatig
Configure the IncomingCall Scene
The IncomingCall scene is created by duplicating the Phone scene.
In [Solution Explorer], select [Scenes > Phone], then choose [Clone] from the context menu.
Prepare an Incoming Call Scene
In the Solution[Clone Explorer,Item] copydialog, select [Single Clone], rename [Name] to "IncomingCall", then click [OK].
The IncomingCall scene will be created.
The scene tree will display the alreadynewly existingcreated PhoneIncomingCall scene.
Select the text node in the IncomingCall scene tree, then update [Text] in the [Properties] panel under [2D Text Node] to "Incoming Call".
The text displayed in the Scene Editor will change to "Incoming Call".
To change the position of the text node on the Scene Editor, change the [Transform] setting in the text node's properties panel to the following.
Drag and
To change the position of the SolidColorNode on the scene editor, change the [Transform] setting in the SolidColorNode's property panel to the following.
To change the color and size of the SolidColorNode, set the following items in the Properties panel as shown in the table below.
Effect
FillColorRed
1.0
Green
0.0
Blue
0.0
Alpha
1.0
Size X 380 Y 90The settings for the Incoming Call scene are now complete.
Sequence Number Configuration
Set the rendering order for the new scene tocreated "Phone IncomingCall".

Openin the sceneprevious "Phonesection. IncomingCall",In this case, we will set it to 4, so we will also change the rendering order of the Swap Scene Camera, which was originally set to 4.

ToNext, makeselect thisSwap\Camera Incoming Call more noticeable, add a SolidColorNode intoin the backgroundRender Target panel.
The properties of the TextNode.Swap Tocamera dowill this,be dragdisplayed in the Properties panel.
In the Properties panel, change the value of [Sequence Number] in the [Camera] category to 5.

Creating an IncomingCall State Machine
Creating a new State Machine
Make sure thatof the SolidColorNodedialog.
Select StateMachines and click [ OK ].

Setting the Global State Machine
Adding a State
Select a State on the State Machine Editor.
The properties of the TextNodeselected and the SolidColorNode in the Scene Tree by dragging the TextNode onto the "Phone IncomingCall" item. ThisState will bringbe the TextNode into the foreground. You can see the correct order of this scene's nodes in the picture on the right below.

The next step is to change the SolidColorNode's position.

To adjust the SolidColorNode's size and color select the SolidColorNode in the Scene Tree Panel. This makes its behaviors and effects visible just a few centimeters to the right in the same panel. Select the SolidColorBrushBlend effect to see its propertiesdisplayed in the Properties Panel.

Change the FillColor by clicking on the rectangle or use the input fields for Red, Green and Blue. Change the size so that the SolidColorNode works as a background.

Adjust the Scene's Camera
The Phone IncomingCall scene should be rendered above any other content scene. Therefore we have to correct render order[Name] in the Render[General] Targetscategory Panel. Our Phone IncomingCall Camera needs to have Sequence Number 4, the Swap Camera's Sequence number has to be increased as well (5).

Create IncomingCall State Machine
Create a new State Machine to handle the Phone IncomingCall scene using the menu and change the name to IncomingCall_StateMachine.

You can see the newly created StateMachine in the Solution Explorer. Double click the IncomingCall StateMachine in the Solution Explorer to edit it in the StateMachine Editor. Inof the Properties Panel changeto CallInactive.
The State name on the State Machine Editor will change to global.CallInactive.

Add States for Active and Inactive Call
DragNext, andplace Drop an Initiala State andfrom twothe normaltoolbar Statesat intothe top right of the State Machine Editor.
change
Change the statesnames namesof the added States to somethingCallInActive.
While Transition is ready to be placed, click on CallInactive State.

You can
OnEntry/OnExit asettings
When bytransitioning selectingto each State (entering and exiting States), it is necessary to activate and deactivate the corresponding scenes.
Scene display settings
A link will appear as you move the mouse, so release the left mouse button at the any location.
Select “Action > Transition > Transition Request” from the list and connect it to the top node.

Configure the States - OnEntry and OnExit Actions
Select the CallActive State and add an OnEntry as well as an OnExit Action in the Properties Panel. Do this by clicking on the + sign.

for
Insertthe Transitions
[On Exit Actions] of the CallActive Fusion node to connect the Transition Request Fusion node.Make the following settings for the two Transition Requests that you have connected.
Transition settings between each State
ConnectNext, thesewe Stateswill withset transitions:up the transitions between each State (CallInactive and CallActive).
- From the
initialtoolbarstateattothestatetopCallrightInactive.
- From the

Configure State Transitions
Configureof the State TransitionsMachine Editor, drag the Transition and drop it onto the CallInactive State (the starting side of the transition).
Drag the connector (Condition) at the upper right of the Transition Fusion node, move the mouse, and release the left mouse button at the any location.
Enter “Check Key Input” in the search field at the top of the dialog.
Double-click Check Key Input.
Make the following settings for the Check Key Input Fusion node.
Repeat the above operations 1 to 8, this time connecting the Transition from CallActive State to CallInactive State, and
When all settings are complete, the screen will look like the one below.

Checking the transition state
Use the Player to check the transition between the states set in the previous section.
Checking the screen transition
Use the Player to check the screen transition.

Testthat the Configurationsimulation -display, Startone of the Player
windows, Savedisplays yourthe solution“Navi Title” and start“Navigation” text, and that the player.

After the Player is opened, you can see the Navigation Scene. When Pressing the Key_RightArrow, theinitial transition has occurred to the MediaMain scene is performedMenu and theNavigation selectedscenes.
Pressing the ESC key on the keyboard hides the “Incoming Call” text displayed

