// Start is called before the first frame update void Start() { var fader = ScreenFader.Instance; fader.FadeTo(Color.black, 10f); ExperienceApp.End(); }
// Start is called before the first frame update void Start() { Debug.Log("Is running"); var fader = ScreenFader.Instance; fader.FadeTo(Color.black, 10f); ExperienceApp.End(); Debug.Log("Is running"); }
private IEnumerator Outro() { ScreenFader.Instance.FadeToBlack(13); yield return(ScreenFader.Instance.WaitUntilFadeComplete()); yield return(new WaitForSeconds(2)); ExperienceApp.End(); }
private IEnumerator EndOfGame() { ScreenFader.Instance.FadeTo(Color.black, duration: 1); yield return(ScreenFader.Instance.WaitUntilFadeComplete()); Debug.Log("End"); ExperienceApp.End(); Application.Quit(); }
// Update is called once per frame void FixedUpdate() { if (TimeTracker < (TotalDuration + fadeDuration)) { TimeTracker += Time.deltaTime; if (TimeTracker > TotalDuration) { callFader = true; Fader(); } } else { ExperienceApp.End(); } //slider.value = TimeTracker / TotalDuration; }
/// <summary> /// End will only close the application when you're within the platform /// </summary> public void End() { StartCoroutine(routine()); IEnumerator routine() { var elapsedTime = 0f; var startingVolume = AudioListener.volume; ScreenFader.Instance.FadeToBlack(FadeOutTime); while (elapsedTime < FadeOutTime) { elapsedTime += Time.deltaTime; AudioListener.volume = Mathf.Lerp(startingVolume, 0f, elapsedTime / FadeOutTime); yield return(new WaitForEndOfFrame()); } ExperienceApp.End(); } }
public void EndTheApp() { ExperienceApp.End(); }
public void QuitGame() { ExperienceApp.End(); }
protected override void EnactSpringActions() { ExperienceApp.End(); }