private void FixedUpdate() { switch (fade.GetFadeState()) { case Fade.FadeState.FADE_STATE_IN: fade.FadeIn(); break; case Fade.FadeState.FADE_STATE_OUT: fade.FadeOut(); break; case Fade.FadeState.FADE_STATE_NEXT_SCENE: SceneManager.LoadScene("Result"); break; default: if (playerObjWithFlick.GetIfGameOver()) { fade.SetFadeState(Fade.FadeState.FADE_STATE_OUT); audioManager.PlaySE(AudioManager.SE.SE_GAME_OVER, 1, 0.2f); } break; } }
public static void FadeInGame(float duration = 1, float delay = 0, Color?color = null, Action callback = null) { // If fader is already open we dont need to animate it all over again if (GameFade.IsOpen) { if (callback != null) { callback(); } return; } GameFade.FadeSpriteRenderer.color = color.GetValueOrDefault(); GameFade.FadeIn(duration, 0, 0.5f, delay, callback); }