public void TransitionToLevel() { int currentLevelIndex = SceneManager.GetActiveScene().buildIndex; currentLevelIndex++; StartCoroutine(FadeInFadeOut.TransitionLevel(false, currentLevelIndex)); }
private void OnTriggerEnter2D(Collider2D collision) { if (keyMoment && collision.gameObject.name == "Player") { if (fireflyController.denialGained) { StartCoroutine(FadeInFadeOut.TransitionLevel(false, 6)); } else if (fireflyController.angerGained) { StartCoroutine(FadeInFadeOut.TransitionLevel(false, 7)); } else if (fireflyController.bargainingGained) { StartCoroutine(FadeInFadeOut.TransitionLevel(false, 8)); } else if (!fireflyController.denialGained && !fireflyController.angerGained && !fireflyController.bargainingGained) { StartCoroutine(FadeInFadeOut.TransitionLevel(false, 5)); } } if (specificLevel != -1 && collision.gameObject.name == "Player") { StartCoroutine(FadeInFadeOut.TransitionLevel(false, specificLevel)); } else if (!keyMoment && collision.gameObject.name == "Player") { TransitionToLevel(); } }
// Start is called before the first frame update void Start() { if (!depression) { StartCoroutine(FadeInFadeOut.TransitionLevel(true)); } }