public LTDescr LoadScene(string sceneName) { LTSeq seq = LeanTween.sequence(); if (string.IsNullOrEmpty(loadedScene) == false && loadedScene != "App") { seq.append(canvasFader.FadeIn()); seq.append(() => StartCoroutine(UnloadAsync())); } seq.append(() => StartCoroutine(LoadAsync(sceneName))); seq.append(canvasFader.FadeOut()); return(seq.tween); }
void ActivateInGameUI() { mouseCursor.gameObject.SetActive(true); leftUIFader.GlitchIn(); RightUIFader.GlitchIn(); startGameFader.FadeOut(); }
private IEnumerator loadingLoadScene(string sceneName) { Manager_System.Instance.ResetPlayerPosition(); Manager_System.Instance.HideFloorMenu(); // canvasToFade = GameObject.FindGameObjectWithTag("FadingCanvas").GetComponent<CanvasFader>(); if (canvasToFade != null) { canvasToFade.gameObject.SetActive(true); // *** FADE TO LOADING SCREEN *** // check to see if canvasToFade is ready while (!canvasToFade.IsReady) { // hold until it is... yield return(null); } // Fade-To-Black Coroutine (Current Scene --> Black) yield return(StartCoroutine(canvasToFade.FadeIn())); } // Now Load the Loading Screen as a NEW SCENE yield return(SceneManager.LoadSceneAsync(LoadingScene)); findLoadingBar(); // Fade-To-Clear Coroutine, (Black --> Loading Screen) yield return(StartCoroutine(canvasToFade.FadeOut())); // Minimum DELAY delayTime = Time.time + minDuration; while (Time.time < delayTime) { yield return(null); } // canvasToFade = null; Start_LoadCoreScene(sceneName); Stop_LoadingScene(); }
/// <summary> /// Überprüft pro Frame, ob der Spieler noch lebt. /// Falls nein, lade vom letzten bekannten Speicherpunkt. /// </summary> private IEnumerator HandlePlayerAliveStatus() { player = FindObjectOfType <PlayerBehaviour>(); if (player == null || player.IsPlayerAlive()) { yield break; } player.enabled = false; revertToSaveGame = true; canvasFader.FadeOut(3f); yield return(new WaitUntil(() => Input.GetAxis("Continue Game") > 0f)); RevertToSaveGame(revertToSaveGame); }
void Update() { if (Input.GetButtonDown("Skip")) { if (fader != null) { fader.FadeOut(); Invoke("gotoScene", fader.fadeOutTime); } else { gotoScene(); } } }