Esempio n. 1
0
    IEnumerator EndGameCoroutine(float startDelay)
    {
        yield return(new WaitForSeconds(startDelay));

        _winPopup.gameObject.SetActive(false);
        _loadingScreen.gameObject.SetActive(true);
        canvas.gameObject.SetActive(false);

        var asyncOp = SceneManager.LoadSceneAsync("EndgameScreen", LoadSceneMode.Single);

        asyncOp.allowSceneActivation = false;

        yield return(new WaitForSeconds(2f));

        while (!asyncOp.isDone)
        {
            if (asyncOp.progress >= 0.9f)
            {
                _loadingScreen.OnLoadEnd();
                if (Input.anyKey || AnyButtonHandler.AnyButtonPressed())
                {
                    asyncOp.allowSceneActivation = true;
                }
            }
            yield return(new WaitForEndOfFrame());
        }
    }
Esempio n. 2
0
    IEnumerator StartGameCoroutine()
    {
        _loadingScreen.gameObject.SetActive(true);
        canvas.gameObject.SetActive(false);

        _loading = true;
        var asyncOp = SceneManager.LoadSceneAsync(stages[selectedIndex].stageScene.handle, LoadSceneMode.Single);

        asyncOp.allowSceneActivation = false;

        yield return(new WaitForSeconds(2f));

        while (!asyncOp.isDone)
        {
            if (asyncOp.progress >= 0.9f)
            {
                _loadingScreen.OnLoadEnd();
                if (Input.anyKey || AnyButtonHandler.AnyButtonPressed())
                {
                    asyncOp.allowSceneActivation = true;
                }
            }
            yield return(new WaitForEndOfFrame());
        }
    }