Example #1
0
        public IEnumerator onScreenObscured(TransitionKit transitionKit)
        {
            transitionKit.transitionKitCamera.clearFlags = CameraClearFlags.Nothing;
            transitionKit.material.color = fadeToColor;

            if (nextScene >= 0)
            {
                SceneManager.LoadSceneAsync(nextScene);
            }

            yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration)));

            transitionKit.makeTextureTransparent();

            if (fadedDelay > 0)
            {
                yield return(new WaitForSeconds(fadedDelay));
            }

            // we dont transition back to the new scene unless it is loaded
            if (nextScene >= 0)
            {
                yield return(transitionKit.StartCoroutine(transitionKit.waitForLevelToLoad(nextScene)));
            }

            yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration, true)));
        }
Example #2
0
        public IEnumerator onScreenObscured(TransitionKit transitionKit)
        {
            transitionKit.transitionKitCamera.clearFlags = CameraClearFlags.Nothing;
            transitionKit.material.color = backgroundColor;
            transitionKit.material.SetTexture("_MaskTex", maskTexture);

            if (nextScene >= 0)
            {
                SceneManager.LoadSceneAsync(nextScene);
            }

            // this does the zoom/rotation
            yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration)));

            // we dont transition back to the new scene unless it is loaded
            if (nextScene >= 0)
            {
                yield return(transitionKit.StartCoroutine(transitionKit.waitForLevelToLoad(nextScene)));
            }

            // now that the new scene is loaded we zoom the mask back out
            transitionKit.makeTextureTransparent();

            yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration, true)));
        }
        public IEnumerator onScreenObscured(TransitionKit transitionKit)
        {
            transitionKit.transitionKitCamera.clearFlags = CameraClearFlags.Nothing;
            transitionKit.material.color = squareColor;
            transitionKit.material.SetFloat("_Smoothness", smoothness);
            transitionKit.material.SetVector("_Size", squareSize);

            if (nextScene >= 0)
            {
                Application.LoadLevelAsync(nextScene);
            }

            yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration)));

            transitionKit.makeTextureTransparent();

            if (fadedDelay > 0)
            {
                yield return(new WaitForSeconds(fadedDelay));
            }

            // we dont transition back to the new scene unless it is loaded
            if (nextScene >= 0)
            {
                yield return(transitionKit.StartCoroutine(transitionKit.waitForLevelToLoad(nextScene)));
            }

            yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration, true)));
        }