private void Update() { if (Input.GetButtonDown("Cancel")) { QuitGame(); } if (SceneManager.GetActiveScene().name == "MainMenuScene") { if (m_fading.enabled) { m_fading.enabled = false; Debug.Log("Fading disabled"); } } else { if (!m_fading.enabled) { m_fading.enabled = true; m_fading.ResetFade(); Debug.Log("Fading enabled"); } } Debug.Log("Current scene: " + SceneManager.GetActiveScene().name); }
private void OnTriggerEnter(Collider other) { Debug.Log("Demo ending shortly"); m_doorTrigger.DisableTrigger(); m_fading.ResetFade(); m_fading.SetFade(true); float _fadeTime = m_fading.BeginFade(1); Invoke("EndGame", _fadeTime + 4.0f); }