private IEnumerator FadingDoor(Door door) { fading.StartFadeOut(); yield return(new WaitForSeconds(1f)); foreach (var room in door.scenesToLoad) { LoadScene(room); } StartCoroutine(UnloadScene(door.scenesToUnload)); OnChangedRoom(door); OnLoadedEnvironment(); Debug.Log("Scene is loaded"); }
private IEnumerator FadingProp() { fading.StartFadeOut(); yield return(new WaitForSeconds(0.5f)); OnStartedPropInteraction(currentTargetGo, currentTarget); }
private IEnumerator FadingProp(bool hasToSetTarget) { fading.StartFadeOut(); yield return(new WaitForSeconds(0.5f)); OnFinishedPropInteraction(currentTargetGo, currentTarget); if (hasToSetTarget) { SetTarget(); } }
private IEnumerator FadingNpc(NPCs npc, GameObject go, bool isEntering, string passage = "") { fading.StartFadeOut(); yield return(new WaitForSeconds(0.5f)); if (isEntering) { OnStartedNpcInteraction(npc, go, passage); } else { OnFinishedNpcInteraction(currentNPC, currentNPCGo); } }