public IEnumerator SlideEnd(){ yield return new WaitForSeconds(slideDuration); introManager.fader.SetTrigger("FadeOut"); Debug.Log("Fade out"); yield return new WaitForSeconds(1.5f); introManager.NextSlide(); this.gameObject.SetActive(false); StopCoroutine(SlideEnd()); }
IEnumerator SlideChange() //changes what appears on the slide without switching to a new slide { yield return(new WaitForSeconds(changeDelay)); if (currentDisplay + 1 < variousDisplays.Count) { variousDisplays[currentDisplay].SetActive(false); currentDisplay++; variousDisplays[currentDisplay].SetActive(true); } else { currentDisplay++; } if (currentDisplay < numOfChanges) { StartCoroutine(SlideChange()); //TODO: is this alright? introManager.NextSlide(); } else { Debug.Log("Stopped slide change"); StopCoroutine(SlideChange()); } }