public void PlaySceneNight() { this.name = ESceneNames.scene_night; this.imgSea.color = new Color(this.imgSea.color.r, this.imgSea.color.g, this.imgSea.color.b, 0f); this.imgField.color = new Color(this.imgField.color.r, this.imgField.color.g, this.imgField.color.b, 0f); this.imgNight.color = new Color(this.imgNight.color.r, this.imgNight.color.g, this.imgNight.color.b, 255f); }
public void LoadScene(ESceneNames scene_name) { if (next_scene == scene_name) { return; } if (!gameObject.activeSelf) { gameObject.SetActive(true); } next_scene = scene_name; SwitchState(ESceneState.FadeOut); }
private IEnumerator LoadSceneTransitions(ESceneNames sceneName) { faderAnimator.SetBool(VisibleVariable, true); yield return(new WaitForEndOfFrame()); yield return(new WaitForSeconds(fadingClip.length)); #if UNITY_4_6 //LoadLevelAsync wasn't in the free version of Unity in 4.6 so did this for compatibility reasons Application.LoadLevel(sceneName.ToString()); while (Application.isLoadingLevel) { yield return(new WaitForEndOfFrame()); } #else yield return(Application.LoadLevelAsync(sceneName.ToString())); #endif faderAnimator.SetBool(VisibleVariable, false); }
public void LoadScene(ESceneNames sceneName) { Time.timeScale = 1; StartCoroutine(LoadSceneTransitions(sceneName)); }
public void LoadScene(ESceneNames sceneName) { StartCoroutine(LoadSceneTransitions(sceneName)); }