void Start() { scrollingCamera = GameObject.FindObjectOfType <ScrollingCamera>(); instance = this; canSpin = true; LevelSelectGUI.menuState = MenuState.TITLE; AmbientNoise.Play(); ScreenFade.FadeFrom(new Color(0, 0, 0, 0)); GUIController.DisableTexts(); RecordingManager.enableGUI = false; // Change skybox based on which world is unlocked GetComponent <Skybox>().material = skyboxes[SaveManager.save.worldUnlocked - 1]; if (worldToShow != "") { GameObject.Find(worldToShow).SendMessage("OnMouseDown", SendMessageOptions.DontRequireReceiver); GameObject.Find(worldToShow).SendMessage("OnMouseUp", SendMessageOptions.DontRequireReceiver); Camera.main.GetComponent <ScrollingCamera>().FinishImmediate(); RotateToLevel(levelToShow); if (worldTransition) { worldTransition = false; StartCoroutine("WorldTransition"); } } }
IEnumerator FadeStart() { yield return(new WaitForSeconds(fadeStartsIn)); if (!startedFade) { startedFade = true; ScreenFade.FadeFrom(new Color(0, 0, 0, 0)); ScreenFade.FadeTo(new Color(0, 0, 0, 1.0f), 1.0f); } }
void Update() { // Switch to the fade straight away if the user presses a button if (!startedFade && Input.GetMouseButton(0)) { startedFade = true; ScreenFade.FadeFrom(new Color(0, 0, 0, 0)); ScreenFade.FadeTo(new Color(0, 0, 0, 1.0f), 1.0f); } if (ScreenFade.IsDoneFading()) { ScreenFade.ResetDoneFading(); StartCoroutine("LevelChange"); } }
void Start() { Camera.main.GetComponent <GUILayer>().enabled = false; circleLerp = 0; srtatingFov = Camera.main.fieldOfView; // Orient with camera //transform.position = Camera.mainCamera.transform.position + Camera.mainCamera.transform.forward * 10.0f; //transform.rotation = Camera.mainCamera.transform.rotation; // Load splash screen if this is loaded first // (by default it's loaded as the first level to preload it) //if (nextLevel == "") //Application.LoadLevel("Splash"); ScreenFade.FadeFrom(new Color(0, 0, 0, 0)); }