// Function to be called to fade to another scene using the scene's name
        // Note: this only works if the scene has been added to the project's Build Settings
        public void FadeToScene(string sceneName)
        {
            // Create a new TempFader GameObject, which will take care of the fade animation and then destroy itself.
            TempFader tempFader = TempFader.CreateTempFader(fadeColor, duration, delay);

            if (tempFader != null)
            {
                StartCoroutine(tempFader.FadeToSceneCR(() => { SceneManager.LoadScene(sceneName); }));
            }
        }
        void Awake()
        {
            // If there is already another TempFader components, this one is not needed.
            // Destroy it. This way, there are never multiple TempFader components present in the scene.
            if (instance != null)
            {
                Destroy(gameObject);
                return;
            }

            instance = this;
        }
Exemple #3
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 void Start()
 {
     // If this is the main FadeInOnStart component, start the fade in
     if (this == instance)
     {
         // Create a new TempFader GameObject, which will take care of the fade animation and then destroy itself
         TempFader tempFader = TempFader.CreateTempFader(fadeColor, duration, delay);
         if (tempFader != null)
         {
             StartCoroutine(tempFader.FadeInCurrentSceneCR());
         }
     }
 }
        // Helper function to create a TempFader GameObject
        public static TempFader CreateTempFader(Color color, float duration, float delay)
        {
            var       go        = new GameObject("TempFader");
            TempFader tempFader = go.AddComponent <TempFader> ();

            if (tempFader == null)
            {
                return(null);
            }
            else
            {
                tempFader.SetProperties(color, duration, delay);
                return(tempFader);
            }
        }