// OnLevelWasLoaded is called when a level is loaded. It takes loaded level index (int) as a parameter so you can limit the fade in to certain scenes. void OnLevelWasLoaded() { // alpha = 1; // use this if the alpha is not set to 1 by default BeginFade(-1); // call the fade in function /*SceneManager.GetActiveScene().buildIndex != 0 && //splashpage * SceneManager.GetActiveScene().buildIndex != 1 && //mainmenu * SceneManager.GetActiveScene().buildIndex != 2 && //CUTSCENE_1 * SceneManager.GetActiveScene().buildIndex != 4 && //CUTSCENE_2 * SceneManager.GetActiveScene().buildIndex != 10 && //CUTSCENE_3 * SceneManager.GetActiveScene().buildIndex != 11 && //winscreen * SceneManager.GetActiveScene().buildIndex != 12) //losescreen*/ if (SceneManager.GetActiveScene().buildIndex == 1)//mainmenu { if (bgm != null) { bgm.changeMusic("Tender_Wind"); } } else if (SceneManager.GetActiveScene().buildIndex == 3)//forest { if (bgm != null) { bgm.changeMusic("Into_The_Forest"); } } else if (SceneManager.GetActiveScene().buildIndex == 5)//sky { if (bgm != null) { bgm.changeMusic("The_North_Sky"); } } else if (SceneManager.GetActiveScene().buildIndex == 6)//forest { if (bgm != null) { bgm.changeMusic("Into_The_Forest"); } } else if (SceneManager.GetActiveScene().buildIndex == 7)//cave { if (bgm != null) { bgm.changeMusic("Dark_cave"); } } else if (SceneManager.GetActiveScene().buildIndex == 11)//win { if (bgm != null) { bgm.changeMusic("Tender_Wind"); } } else if (SceneManager.GetActiveScene().buildIndex == 12)//lose { if (bgm != null) { bgm.changeMusic("stopMusic"); } } LocalDataSingleton.instance.talking = false; LocalDataSingleton.instance.MainCanvas.transform.GetChild(1).GetComponent <VIDE_Data>().assigned = null; LocalDataSingleton.instance.MainCanvas.transform.GetChild(1).GetComponent <VIDE_Data>().isLoaded = false; LocalDataSingleton.instance.MainCanvas.transform.GetChild(1).GetChild(0).gameObject.SetActive(false); LocalDataSingleton.instance.Inventorycanvas.SetActive(false); }