void Update() { if (!started) //Only executed once { started = true; //Uses the instance of screenCreditsController to call a method to set a starter boolean screenCreditsController.StartCreditsImages(); } }
//Similar to fade in, but decreases the intensity until 0 IEnumerator FadeOutHeavenLight(Light heavenLight) { //Also, removes the walls and azazel, giving place only for the credits screen objectsToRemove = GameObject.FindGameObjectsWithTag("Respawn"); foreach (GameObject visible in objectsToRemove) { visible.GetComponent <MeshRenderer> ().enabled = false; } //Removing Azazel GameObject.FindGameObjectWithTag("Demon").GetComponent <SkinnedMeshRenderer> ().enabled = false; //Decreases light intensity while (heavenLight.intensity > 0.0f) { heavenLight.intensity -= Time.deltaTime; yield return(null); } //Uses instance of credits controller to start credits images screenCreditsController.StartCreditsImages(); }