// make sure the trail renderers don't emit IEnumerator MovePlayerNextFrame(Vector2 position) { pc.DisableTrails(); yield return(new WaitForEndOfFrame()); pc.transform.position = position; playerFollower.SnapToTarget(); pc.EnableTrails(); yield return(new WaitForSecondsRealtime(0.5f)); UnFadeToBlack(); pc.ExitCutscene(); }
// make sure the trail renderers don't emit IEnumerator MovePlayerNextFrame(Vector2 position, bool fade) { pc.DisableTrails(); if (pc.speedLimiter) { pc.speedLimiter.enabled = false; } yield return(new WaitForEndOfFrame()); pc.transform.position = position; playerFollower.SnapToTarget(); pc.EnableTrails(); if (fade) { yield return(new WaitForSecondsRealtime(0.5f)); UnFadeToBlack(); } pc.ExitCutscene(); pc.speedLimiter.enabled = true; }