Esempio n. 1
0
        //Transition to the next scene
        private IEnumerator SceneTransition()
        {
            if (m_SceneToLoad < 0)
            {
                Debug.Log(gameObject.name + " Has no destination scene set");
                yield break;
            }

            //Ensure Portal continues to exist until all actions are completed
            DontDestroyOnLoad(gameObject);

            SceneFader    sceneFade     = FindObjectOfType <SceneFader>();
            SavingWrapper savingWrapper = FindObjectOfType <SavingWrapper>();

            //Get the player controller and disable
            PlayerController oldPlayerControlComp = GameObject.FindWithTag("Player").GetComponent <PlayerController>();

            oldPlayerControlComp.enabled = false;

            //Fade out the scene
            yield return(sceneFade.SceneFadeOut(m_FadeOutTime));

            //Save game state old scene
            savingWrapper.Save();

            yield return(SceneManager.LoadSceneAsync(m_SceneToLoad));

            //Get the player controller and disable
            PlayerController newPlayerControlComp = GameObject.FindWithTag("Player").GetComponent <PlayerController>();

            newPlayerControlComp.enabled = false;

            //Load game state after new scene is loaded.
            savingWrapper.Load();

            Portal destinationPortal = GetDestinationPortal();

            UpdatePlayerPosition(destinationPortal);

            //Save game state new scene
            savingWrapper.Save();

            yield return(new WaitForSeconds(m_FadeWaitTime));

            yield return(sceneFade.SceneFadeIn(m_FadeInTime));

            //Enable player control
            newPlayerControlComp.enabled = true;

            //Debug.Log("SCENE LOADED");
            //Destroy old Portal after all transistions are completed.
            Destroy(gameObject);
        }
Esempio n. 2
0
        /// <summary>
        /// This co-routine loads the last scene.
        /// </summary>
        /// <returns></returns>
        private IEnumerator LoadLastScene()
        {
            //Load the last scene from the savefile on start
            yield return(GetComponent <SavingSystem>().LoadLastScence(m_DefaultSaveFile));

            SceneFader fader = FindObjectOfType <SceneFader>();

            //Fade out before loading last scene
            fader.FadeOutImmediately();

            //Fade back in
            yield return(fader.SceneFadeIn(m_FadeInTime));
        }