void Update() { if (gameIsEnding) { float timeRatio = 1 - (m_TimeLoadEndGameScene - Time.time) / endSceneLoadDelay; endGameFadeCanvasGroup.alpha = timeRatio; AudioUtility.SetMasterVolume(1 - timeRatio); // See if it's time to load the end scene (after the delay) if (Time.time >= m_TimeLoadEndGameScene) { SceneManager.LoadScene(m_SceneToLoad); gameIsEnding = false; } } else { if (m_ObjectiveManager.AreAllObjectivesCompleted()) { EndGame(true); TelemetryLogger.LogVictory("Objectives", m_Player.transform.position, m_ObjectiveManager.ObjectivesCompleted); } // Test if player died if (m_Player.isDead) { EndGame(false); } } }