private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { // Load the level with no splash delay, a 3 second fade delay, the side wipe fade out transition, use the loading bar & use async direct mode. // Async Direct Mode will just trigger the level transition and enable the scene as we have already loaded it with the trigger script. LevelTransitionController.LoadLevel(sceneToLoad, 0, 3, LevelTransitionController.TransitionsOut.SideWipe, true, true); } }
void Start() { // Get reference to input controller _gci = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerInput>(); // Get reference to independent control _gcic = GameObject.FindGameObjectWithTag(Tags.GameController).GetComponent<GameControllerIndependentControl>(); // Get reference to level transition controller _levelTransitionController = GetComponent<LevelTransitionController>(); if (_data == null) { _nextScene = new Scene(); Debug.LogWarning("Next Scene not setted, using Menu by default, please, assign an scene"); _nextScene.name = "Menu"; } else { string nameScene = SceneManager.GetActiveScene().name; _nextScene = _data.GetNextScene(nameScene, out _nextLevel); _actualLevel = _data.GetInfoScene(nameScene); if (_nextScene==null) { _nextScene = _data.GetDefaultScene(); _nextScene.name = "Thanks"; } } }