public void End() { if (mPlayRout != null) { StopCoroutine(mPlayRout); mPlayRout = null; } if (fx) { fx.End(); } }
IEnumerator SceneManager.ITransition.In() { if (transitionOut) { yield return(null); //wait one frame transitionOut.End(); } if (transitionIn) { float curTime = 0f; while (curTime < delay) { curTime += isTimeScaled ? Time.deltaTime : Time.unscaledDeltaTime; transitionIn.UpdateTime(curTime / delay); yield return(null); } transitionIn.End(); } }