private IEnumerator StartNewGameCoroutine( ) { yield return(StartCoroutine(sf.FadeOutCoroutine())); startScreen.SetActive(false); game.SetActive(true); yield return(StartCoroutine(sf.FadeInCoroutine())); }
//void Start() //{ // if (target_point == null) //just if we want to ensure the presence of target point //} IEnumerator OnTriggerEnter2D(Collider2D other) { // stop any mouvement and animations //other.gameObject.GetComponent<PlayerController>().enabled = false; other.gameObject.GetComponent <PlayerLogic.PlayerStateHandler>().enabled = false; other.gameObject.GetComponent <Animator>().enabled = false; ScreenFader screenFader = GameObject.FindGameObjectWithTag(screenFaderTag).GetComponent <ScreenFader>(); yield return(StartCoroutine(screenFader.FadeOutCoroutine())); //warp other.gameObject.transform.position = targetPoint.position; Camera.main.transform.position = targetPoint.position; yield return(StartCoroutine(screenFader.FadeInCoroutine())); // enable mouvements and animations other.gameObject.GetComponent <Animator>().enabled = true; //other.gameObject.GetComponent<PlayerController>().enabled = true; other.gameObject.GetComponent <PlayerLogic.PlayerStateHandler>().enabled = true; }