// Update is called once per frame void Update() { if (Input.GetKeyUp(KeyCode.Alpha1)) { StartCoroutine(Fade.TransitionIn(Vector3.zero)); } else if (Input.GetKeyUp(KeyCode.Alpha2)) { StartCoroutine(Fade.TransitionOut(Vector3.zero)); } else if (Input.GetKeyUp(KeyCode.Alpha3)) { StartCoroutine(Pixelate.TransitionIn(Vector3.zero)); } else if (Input.GetKeyUp(KeyCode.Alpha4)) { StartCoroutine(Pixelate.TransitionOut(Vector3.zero)); } else if (Input.GetKeyUp(KeyCode.Alpha5)) { StartCoroutine(Iris.TransitionIn(Vector3.zero)); } else if (Input.GetKeyUp(KeyCode.Alpha6)) { StartCoroutine(Iris.TransitionOut(Vector3.zero)); } }
IEnumerator SwitchingScene(TransitionType transitionType, string sceneName) { ScreenTransition st = null; for (int i = 0; i < BattleManager.hpm.activePartyMembers.Count; i++) { BattleManager.hpm.activePartyMembers[i].gameObject.GetComponent <GridController>().canMove = false; } switch (transitionType) { case (TransitionType.FADE): st = fadeTransition; break; case (TransitionType.FOURSIDE): st = fsTransition; break; default: Debug.Log("Invalid Scene Name!"); break; } st.enabled = true; st.transitioning = true; while (st.TransitionIn()) { yield return(null); } Debug.Log("Scene trans in"); if (sceneName != null) { SceneManager.LoadScene(sceneName, LoadSceneMode.Single); } for (int i = 1; i < BattleManager.hpm.activePartyMembers.Count; i++) { BattleManager.hpm.activePartyMembers[i].transform.position = BattleManager.hpm.activePartyMembers[0].transform.position; } yield return(new WaitForSeconds(1)); while (st.TransitionOut()) { yield return(null); } for (int i = 0; i < BattleManager.hpm.activePartyMembers.Count; i++) { BattleManager.hpm.activePartyMembers[i].gameObject.GetComponent <GridController>().inputList.Clear(); BattleManager.hpm.activePartyMembers[i].gameObject.GetComponent <GridController>().canMove = true; } enabled = false; Debug.Log("Scene switch successful"); }
IEnumerator SwitchingScenes(string sceneName) { isSwitching = true; st.enabled = true; while (st.TransitionIn()) { yield return(null); } if (sceneName != "") { SceneManager.LoadScene(sceneName, LoadSceneMode.Single); } while (st.TransitionOut()) { yield return(null); } isSwitching = false; }