/// <summary> /// Interaction with the door to lose the game /// </summary> /// <returns>The interaction.</returns> private IEnumerator Door_Interaction() { // Perform the interaction //ChangeInState.SetRoomState(END_PARTY_STATE.LOSE); GameManager.instance.data.endPartyState = END_PARTY_STATE.LOSE; PlayerNotoriety.ResetPlayerNoteriety(); UnityEngine.SceneManagement.SceneManager.LoadScene(1); // ************************** // Animate! // ************************** yield return(null); _isBeingInteractedWith = false; }
private IEnumerator Wake_Up() { _innerThoughts.text = "No... they hate me... I can't... no more please..."; while (_thoughtBubble.alpha < 1f) { _blackScreen.color = new Color(0, 0, 0, _blackScreen.color.a + Time.deltaTime); _thoughtBubble.alpha += Time.deltaTime; yield return(new WaitForSeconds(Time.deltaTime)); } yield return(new WaitForSeconds(2f)); while (_thoughtBubble.alpha > 0f) { _stereo.volume -= Time.deltaTime * 3.0f; _crowd.volume -= Time.deltaTime * 3.0f; _thoughtBubble.alpha -= Time.deltaTime; yield return(new WaitForSeconds(Time.deltaTime)); } PlayerNotoriety.ResetPlayerNoteriety(); _audio.PlayOneShot(_fallingSound, 4.0f); SceneManager.LoadScene(1); }