public static void TransiteFrom() { LoadingScreen me = FindObjectOfType <LoadingScreen>(); if (me != null) { me.StartCoroutine(me.FadeOut()); if (me.animation != null) { me.StopCoroutine(me.animation); } } }
private IEnumerator LoadLevel() { m_loadingScreen.FadeOut(); yield return(new WaitUntil(() => !m_loadingScreen.IsFading)); yield return(null); print("level loading started"); if (m_currentFloor) { Destroy(m_currentFloor.gameObject); } m_currentFloor = Instantiate(m_floorManager); m_currentFloor.Floor = m_currentLevel; m_TitleScreen.SetActive(false); m_readyScreen.SetActive(false); m_rulesScreen.SetActive(false); m_player.transform.position = m_playerInitPosition; m_player.gameObject.SetActive(true); switch (m_currentLevel) { case 1: m_player.Initialize(chosenWeapon, chosenProjectile, m_onRestartLevel); audioManager.StopAll(); audioManager.Play("Lvl1"); break; case 2: audioManager.StopAll(); audioManager.Play("Lvl2"); break; case 3: audioManager.StopAll(); audioManager.Play("Lvl3"); break; case 4: audioManager.StopAll(); audioManager.Play("Lvl4"); break; case 5: audioManager.StopAll(); System.Random random = new System.Random(); int select = random.Next(1, 4); string soundName = "FinalBossLine" + select; print("SOUNDNAME: " + soundName); audioManager.Play(soundName); // voiceline audioManager.Play("FinalBoss", 3); // music break; } print("m_currentLevel: " + m_currentLevel); m_loadingScreen.FadeIn(); print("level loading done"); }