IEnumerator LevelTransitionAnimation() { // 3 foreach (UIAnimationScript UIAnim in CountDownThreeAnim) { yield return(new WaitForSeconds(.01f)); UIAnim.MakeActive(); } yield return(new WaitForSeconds(1f)); //2 foreach (UIAnimationScript UIAnim in CountDownThreeAnim) { yield return(new WaitForSeconds(.01f)); UIAnim.MakeDeActive(); } foreach (UIAnimationScript UIAnim in CountDownTwoAnim) { yield return(new WaitForSeconds(.01f)); UIAnim.MakeActive(); } yield return(new WaitForSeconds(1f)); //1 foreach (UIAnimationScript UIAnim in CountDownTwoAnim) { yield return(new WaitForSeconds(.01f)); UIAnim.MakeDeActive(); } foreach (UIAnimationScript UIAnim in CountDownOneAnim) { yield return(new WaitForSeconds(.01f)); UIAnim.MakeActive(); } yield return(new WaitForSeconds(1f)); lockedIn = true; Component[] TransistionArray; TransistionArray = LevelTransistionHolder.GetComponentsInChildren <UIAnimationScript> (); SPS.PlayButtonLevelTransition(); foreach (UIAnimationScript UIAnim in TransistionArray) { yield return(new WaitForSeconds(.01f)); UIAnim.MakeActive(); } yield return(new WaitForSeconds(.5f)); Application.LoadLevel(3); }
void ClearNumbers() { foreach (UIAnimationScript UIAnim in CountDownThreeAnim) { UIAnim.MakeDeActive(); } foreach (UIAnimationScript UIAnim in CountDownTwoAnim) { UIAnim.MakeDeActive(); } foreach (UIAnimationScript UIAnim in CountDownOneAnim) { UIAnim.MakeDeActive(); } }