// Update is called once per frame void Update() { //Меняем время по W if (Input.GetKeyDown(KeyCode.W) && isSwitchPossible) { Fadable map1 = GameObject.Find("Map1").GetComponent <Fadable>(); Fadable map2 = GameObject.Find("Map2").GetComponent <Fadable>(); if (state == 1) { map1.EnableCollision(); map2.DisableCollision(); StartCoroutine(map1.FadeImage(false)); StartCoroutine(map2.FadeImage(true)); state = 0; } else { map2.EnableCollision(); map1.DisableCollision(); StartCoroutine(map1.FadeImage(true)); StartCoroutine(map2.FadeImage(false)); state = 1; } SwitchPlayer(); } }
private void Awake() { Fadable map1 = GameObject.Find("Map1").GetComponent <Fadable>(); Fadable map2 = GameObject.Find("Map2").GetComponent <Fadable>(); StartCoroutine(map1.FadeImage(true)); map1.DisableCollision(); Transform tmap1 = GameObject.Find("Map1").GetComponent <Transform>(); Transform tmap2 = GameObject.Find("Map2").GetComponent <Transform>(); tmap2.position = new Vector3(0, 0, 0); tmap1.position = new Vector3(0, 0, 0); }