void EnableOrDisableMenu(bool menu_is_on) { menu_is_shown = menu_is_on; menu.SetActive(menu_is_shown); if (menu_is_shown) { DungeonMaster.Pause(); } else { DungeonMaster.Resume(); } }
public IEnumerator FadeToBlackAndRestart(int level) { AudioSource audio = GetComponent <AudioSource>(); audio.Play(); // why doesn't this work inside the coroutine? float start_t = Time.realtimeSinceStartup; float end_t = GetComponent <AudioSource>().clip.length + start_t; while (Time.realtimeSinceStartup < end_t) { screen_canvas.GetComponent <Image>().color = Color.Lerp(Color.clear, Color.black, Time.realtimeSinceStartup - start_t); yield return(null); } DungeonMaster.Resume(); SceneManager.LoadScene(level); }