public IEnumerator onScreenObscured(TransitionKit transitionKit) { transitionKit.transitionKitCamera.clearFlags = CameraClearFlags.Nothing; transitionKit.material.color = backgroundColor; transitionKit.material.SetTexture("_MaskTex", maskTexture); if (nextScene >= 0) { SceneManager.LoadSceneAsync(nextScene); } // this does the zoom/rotation yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration))); // we dont transition back to the new scene unless it is loaded if (nextScene >= 0) { yield return(transitionKit.StartCoroutine(transitionKit.waitForLevelToLoad(nextScene))); } // now that the new scene is loaded we zoom the mask back out transitionKit.makeTextureTransparent(); yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration, true))); }
public IEnumerator onScreenObscured(TransitionKit transitionKit) { transitionKit.transitionKitCamera.clearFlags = CameraClearFlags.Nothing; transitionKit.material.color = fadeToColor; if (nextScene >= 0) { SceneManager.LoadSceneAsync(nextScene); } yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration))); transitionKit.makeTextureTransparent(); if (fadedDelay > 0) { yield return(new WaitForSeconds(fadedDelay)); } // we dont transition back to the new scene unless it is loaded if (nextScene >= 0) { yield return(transitionKit.StartCoroutine(transitionKit.waitForLevelToLoad(nextScene))); } yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration, true))); }
public IEnumerator onScreenObscured(TransitionKit transitionKit) { transitionKit.transitionKitCamera.clearFlags = CameraClearFlags.Nothing; transitionKit.material.color = squareColor; transitionKit.material.SetFloat("_Smoothness", smoothness); transitionKit.material.SetVector("_Size", squareSize); if (nextScene >= 0) { Application.LoadLevelAsync(nextScene); } yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration))); transitionKit.makeTextureTransparent(); if (fadedDelay > 0) { yield return(new WaitForSeconds(fadedDelay)); } // we dont transition back to the new scene unless it is loaded if (nextScene >= 0) { yield return(transitionKit.StartCoroutine(transitionKit.waitForLevelToLoad(nextScene))); } yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration, true))); }
public IEnumerator onScreenObscured(TransitionKit transitionKit) { transitionKit.transitionKitCamera.clearFlags = CameraClearFlags.Nothing; // set some material properties transitionKit.material.SetFloat("_Speed", speed); transitionKit.material.SetFloat("_Amplitude", amplitude); // we dont transition back to the new scene unless it is loaded if (nextScene >= 0) { SceneManager.LoadSceneAsync(nextScene); yield return(transitionKit.StartCoroutine(transitionKit.waitForLevelToLoad(nextScene))); } yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration))); }
public IEnumerator onScreenObscured(TransitionKit transitionKit) { transitionKit.transitionKitCamera.clearFlags = CameraClearFlags.Nothing; // set some material properties transitionKit.material.SetFloat("_Size", size); transitionKit.material.SetFloat("_WindVerticalSegments", windVerticalSegments); // we dont transition back to the new scene unless it is loaded if (nextScene >= 0) { Application.LoadLevelAsync(nextScene); yield return(transitionKit.StartCoroutine(transitionKit.waitForLevelToLoad(nextScene))); } yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration))); }
public IEnumerator onScreenObscured(TransitionKit transitionKit) { transitionKit.transitionKitCamera.clearFlags = CameraClearFlags.Nothing; // set some material properties transitionKit.material.SetFloat("_Perspective", perspective); transitionKit.material.SetFloat("_Depth", depth); transitionKit.material.SetInt("_Direction", runEffectInReverse ? 1 : 0); // we dont transition back to the new scene unless it is loaded if (nextScene >= 0) { SceneManager.LoadSceneAsync(nextScene); yield return(transitionKit.StartCoroutine(transitionKit.waitForLevelToLoad(nextScene))); } yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration, false))); }