private IEnumerator LoadLastSceneRoutine() { _fader.FadeOutImmediate(); yield return(_savingSystem.LoadLastSceneRoutine(_DefaultSaveFile)); yield return(_fader.FadeInRoutine(_loadStartSceneTime)); }
IEnumerator Start() { print("Loading Saving Wrapper!"); print("Fade time.." + fadeTime); fader = FindObjectOfType <Fader>(); fader.FadeOutImmediate(); yield return(fader.FadeIn(fadeTime)); }
private IEnumerator LoadLastScene() { yield return(GetComponent <SavingSystem>().LoadLastScene(defaultSaveFile)); Fader fader = FindObjectOfType <Fader>(); fader.FadeOutImmediate(); yield return(fader.FadeIn(fadeInTime)); }
IEnumerator Start() { Fader fader = FindObjectOfType <Fader>(); fader.FadeOutImmediate(); yield return(SavingSystem.LoadLastScene(defaultSaveFile)); yield return(fader.FadeIn(fadeInTime)); }
private IEnumerator Start() { Fader fader = FindObjectOfType <Fader>(); fader.FadeOutImmediate(); yield return(GetComponent <SavingSystem>().LoadLastScene(DEFAULT_SAVE_FILE)); yield return(fader.FadeIn(2f)); }
private IEnumerator LoadLastScene()//had to put this on awake method so it is initialized before the start method that loads the level of the player { yield return(GetComponent <SavingSystem>().LoadLastScene(defaultSaveFile)); Fader fader = FindObjectOfType <Fader>(); fader.FadeOutImmediate(); yield return(fader.FadeIn(fadeInTime)); }
private IEnumerator LoadLastScene() { //On start it will immediately try to load up last scene yield return(GetComponent <SavingSystem>().LoadLastScene(defaultSaveFile)); Fader fader = FindObjectOfType <Fader>(); fader.FadeOutImmediate(); yield return(fader.FadeIn(fadeInTime)); }
// void Update() // { // // Save the game state // if (Input.GetKeyDown(KeyCode.S)) // { // Save(); // } // // // Load the game state // if (Input.GetKeyDown(KeyCode.L)) // { // Load(); // } // // // Delete the game state // if (Input.GetKeyDown(KeyCode.Delete)) // { // Delete(); // } // } private IEnumerator LoadLastScene() { // Fade into the scene when game starts yield return(GetComponent <SavingSystem>().LoadLastScene(DefaultSaveFile)); Fader fader = FindObjectOfType <Fader>(); fader.FadeOutImmediate(); yield return(fader.FadeIn(fadeInTime)); }
IEnumerator Start() { Fader fader = FindObjectOfType <Fader>(); // fade out immediately fader.FadeOutImmediate(); yield return(GetComponent <SavingSystem>().LoadLastScene(defaultSaveFile)); // fade back in yield return(fader.FadeIn(fadeInTime)); }
private IEnumerator Start() { Fader fader = FindObjectOfType <Fader>(); // fade out fader.FadeOutImmediate(); yield return(_savingSystem.LoadLastScene(DefaultSaveFile)); // fade in yield return(fader.FadeIn(_timeToFadeIn)); }
IEnumerator LoadLastScene() { yield return(savingSystem.LoadLastScene(defaultSaveFile)); Fader fader = FindObjectOfType <Fader>(); if (fader) { fader.FadeOutImmediate(); } yield return(fader.FadeIn(fadeInTime)); }
private IEnumerator LoadLastScene() { yield return(GetComponent <SavingSystem>().LoadLastScene(defaultSaveFile)); /** * this is ok because it still is going to be happening before the * first frame and so before things are rendering. */ // TODO: But it is actually safer because Fader is instantiate in PersistentObjectSpawner in Awake() Fader fader = FindObjectOfType <Fader>(); fader.FadeOutImmediate(); yield return(fader.FadeIn(fadeInTime)); }
//Start can return an IEnumerator, which auto runs because start is it's own coroutine private IEnumerator Start() //rather.. //IEnumerator LoadLastScene() { // //yield return null; // // broken here v v cannot go back to previous scene // fix - fader after LoadLastScene() // // broken here now vv // perhaps make this not a coroutine // //fix - using default code in SavingSystem.LoadLastScene() //yield return GetComponent<SavingSystem>().LoadLastScene(defaultSaveFile); // // coroutine will pause, allowing Awake()s, including fader's Awake() to happen before fader comes in Fader fader = FindObjectOfType <Fader>(); fader.FadeOutImmediate(); yield return(GetComponent <SavingSystem>().LoadLastScene(defaultSaveFile)); // default which is 'save' yield return(fader.FadeIn(fadeInTime)); }
private void Update() { if (Input.GetKeyDown(KeyCode.F5)) { Save(); } else if (Input.GetKeyDown(KeyCode.F9)) { Fader fader = FindObjectOfType <Fader>(); fader.FadeOutImmediate(); Load(); fader.Fade(0, fadeInTime); } else if (Input.GetKeyDown(KeyCode.Delete)) { Delete(); } }