Esempio n. 1
0
        protected IEnumerator Transition(GameObject transitioningGameObject, bool releaseControl, Vector3 destinationPosition, bool fade)
        {
            m_Transitioning = true;

            if (releaseControl)
            {
                if (m_PlayerInput == null)
                {
                    m_PlayerInput = FindObjectOfType <PlayerMyController>();
                }
                m_PlayerInput.ReleaseControl();
            }

            if (fade)
            {
                yield return(StartCoroutine(ScreenFader.FadeSceneOut()));
            }

            transitioningGameObject.transform.position = destinationPosition;

            if (fade)
            {
                yield return(StartCoroutine(ScreenFader.FadeSceneIn()));
            }

            if (releaseControl)
            {
                m_PlayerInput.GainControl();
            }

            m_Transitioning = false;
        }
Esempio n. 2
0
        protected IEnumerator Transition(string newSceneName, SceneTransitionDestination.DestinationTag destinationTag, TransitionPoint.TransitionType transitionType = TransitionPoint.TransitionType.DifferentZone)
        {
            m_Transitioning = true;
            PersistentDataManager.SaveAllData();

            if (m_PlayerInput == null)
            {
                m_PlayerInput = FindObjectOfType <PlayerMyController>();
            }
            if (m_PlayerInput)
            {
                m_PlayerInput.ReleaseControl();
            }
            yield return(StartCoroutine(ScreenFader.FadeSceneOut(ScreenFader.FadeType.Loading)));

            PersistentDataManager.ClearPersisters();
            yield return(SceneManager.LoadSceneAsync(newSceneName));

            m_PlayerInput = FindObjectOfType <PlayerMyController>();
            if (m_PlayerInput)
            {
                m_PlayerInput.ReleaseControl();
            }
            PersistentDataManager.LoadAllData();
            SceneTransitionDestination entrance = GetDestination(destinationTag);

            SetEnteringGameObjectLocation(entrance);
            SetupNewScene(transitionType, entrance);
            if (entrance != null)
            {
                entrance.OnReachDestination.Invoke();
            }
            yield return(StartCoroutine(ScreenFader.FadeSceneIn()));

            if (m_PlayerInput)
            {
                m_PlayerInput.GainControl();
            }

            m_Transitioning = false;
        }