private IEnumerator OpenNewGameRoutine() { loadingScreen.FadeIn(); yield return(new WaitForSeconds(1.0f)); Debug.Log("Test"); SceneManager.LoadScene("Game"); }
public static void TransiteTo(string sceneName) { LoadingScreen me = FindObjectOfType <LoadingScreen>(); if (me != null) { me.StartCoroutine(me.FadeIn(sceneName)); me.animation = me.StartCoroutine(me.ILoadingAnimation()); } }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { PlatformerCharacter2D script = player.GetComponent <PlatformerCharacter2D>(); if (script == null) { isGravity = false; player.GetComponent <BeamScript>().controls.Disable(); } else { isGravity = true; script.controls.Disable(); player.GetComponent <RopeSystem>().ResetRope(); player.GetComponent <RopeSystem>().enabled = false; } // Freeze Player if hit a spike (tag = lethal_freeze) // gameObject.GetComponent<BoxCollider2D>().enabled = false; // player.GetComponent<PlatformerCharacter2D>().enabled = false; if (gameObject.tag == "Lethal_Freeze") { cl.isTrigger = false; am.SetBool("Dead", true); rb.simulated = false; // // if (player.transform.rotation.y != 0f) // // faceRight = -1; // // else // // faceRight = 1; // // hitVelo.x = faceRight * 20f; // // rb.velocity = hitVelo; // // rb.constraints = RigidbodyConstraints2D.FreezeAll; // if (isGravity) // { // rb.velocity = hitVelo; // } player.GetComponent <ParticleSystem>().Play(false); player.GetComponent <SpriteRenderer>().enabled = false; } ls.FadeIn(); // player.GetComponent<PlatformerCharacter2D>().controls.Disable(); StartCoroutine(WaitForDeath()); } }
// Update is called once per frame void Update() { loadingScreen.FadeIn(); }
private IEnumerator LoadLevel() { m_loadingScreen.FadeOut(); yield return(new WaitUntil(() => !m_loadingScreen.IsFading)); yield return(null); print("level loading started"); if (m_currentFloor) { Destroy(m_currentFloor.gameObject); } m_currentFloor = Instantiate(m_floorManager); m_currentFloor.Floor = m_currentLevel; m_TitleScreen.SetActive(false); m_readyScreen.SetActive(false); m_rulesScreen.SetActive(false); m_player.transform.position = m_playerInitPosition; m_player.gameObject.SetActive(true); switch (m_currentLevel) { case 1: m_player.Initialize(chosenWeapon, chosenProjectile, m_onRestartLevel); audioManager.StopAll(); audioManager.Play("Lvl1"); break; case 2: audioManager.StopAll(); audioManager.Play("Lvl2"); break; case 3: audioManager.StopAll(); audioManager.Play("Lvl3"); break; case 4: audioManager.StopAll(); audioManager.Play("Lvl4"); break; case 5: audioManager.StopAll(); System.Random random = new System.Random(); int select = random.Next(1, 4); string soundName = "FinalBossLine" + select; print("SOUNDNAME: " + soundName); audioManager.Play(soundName); // voiceline audioManager.Play("FinalBoss", 3); // music break; } print("m_currentLevel: " + m_currentLevel); m_loadingScreen.FadeIn(); print("level loading done"); }