private void WipeFadeOut() { SFX.Play("Screen_wipe", 1f, 1f, 0f, false, 0f); DOTween.To(() => bg.fillAmount, x => bg.fillAmount = x, 0f, .7f).SetUpdate(true).SetEase(Ease.InCubic) .OnComplete(() => Initiate.DoneFading()); }
public void SkipAnimation() { print("Skip"); if (_skipAnimation) { return; } _skipAnimation = true; Initiate.DoneFading(); Initiate.Fade("Scenes/GameScene", Color.black, 0.8f); }
IEnumerator FadeIt() { while (!start) { //waiting to start yield return(null); } lastTime = Time.time; float coDelta = lastTime; bool hasFadedIn = false; while (!hasFadedIn) { coDelta = Time.time - lastTime; if (!isFadeIn) { //Fade in alpha = newAlpha(coDelta, 1, alpha); if (alpha == 1 && !startedLoading) { startedLoading = true; SceneManager.LoadScene(fadeScene); } } else { //Fade out alpha = newAlpha(coDelta, 0, alpha); if (alpha == 0) { hasFadedIn = true; } } lastTime = Time.time; myCanvas.alpha = alpha; yield return(null); } Initiate.DoneFading(); Debug.Log("Your scene has been loaded , and fading in has just ended"); Debug.Log(fadeScene); if (fadeScene.Equals("Game")) { } Destroy(gameObject); yield return(null); }