void CutsceneFlow(string state) { if (state == "startCutScene") { currentImage.FadeOut(2f); currentImage.ChangeSourceImage(0); currentImage.FadeIn(2f); } if (state == "afterfirst") { DirectFadeImage(stateNow); StartCoroutine(waitBothFadeOut(2f)); } if (state == "endScene") { currentImage.gameObject.SetActive(false); nextImage.gameObject.SetActive(false); //GamePhase.Instance.ChangePhase("Phase0"); //SceneLoader.Instance.ChangeToScene(nextScene.ToString()); } }
void DirectFadeImage(int index) { nextImage.ChangeSourceImage(index); nextImage.FadeIn(1f); currentImage.FadeOut(1f); }