// Use this for initialization void Start() { Blackout blackout = FindObjectOfType <Blackout>(); if (blackout) { blackout.FadeTo(Color.black, 0.0f); Color c = Color.black; c.a = 0.0f; blackout.FadeTo(c, 1.0f); } }
// Use this for initialization void Start() { Blackout blackout = FindObjectOfType <Blackout>(); if (blackout) { blackout.FadeTo(Color.black, 0.0f); Color c = Color.black; c.a = 0.0f; blackout.FadeTo(c, 1.0f); } m_gates = new List <PackageGateController>(); m_spawners = new List <PackageSpawnerController>(); m_packages = new List <PackageController>(); PackageGateController[] gates = FindObjectsOfType <PackageGateController>(); foreach (PackageGateController gate in gates) { m_gates.Add(gate); gate.OnValidPackage += OnValidPackage; gate.OnInvalidPackage += OnInvalidPackage; gate.OnObjectiveExpired += OnObjectiveExpired; } PackageSpawnerController[] spawners = FindObjectsOfType <PackageSpawnerController>(); foreach (PackageSpawnerController spawner in spawners) { m_spawners.Add(spawner); spawner.OnPackageSpawned += OnPackageSpawned; } PackageController[] packages = FindObjectsOfType <PackageController>(); foreach (PackageController package in packages) { m_packages.Add(package); } }
IEnumerator LeaveLevelSequence() { Blackout blackout = FindObjectOfType <Blackout>(); if (blackout) { blackout.FadeTo(Color.black, fadeOutTime); } yield return(new WaitForSeconds(fadeOutTime)); if (exitGame) { Application.Quit(); } else { SceneManager.LoadScene(targetSceneName); } }