public IEnumerator LoadLevel() { yield return(StartCoroutine(_screenFader.FadeSceneOut())); SceneManager.LoadSceneAsync("Game"); yield return(StartCoroutine(_screenFader.FadeSceneIn())); }
protected IEnumerator Transition(GameObject transitioningGameObject, bool releaseControl, bool resetInputValues, Vector3 destinationPosition, bool fade, System.Action callback = null) { m_Transitioning = true; if (releaseControl) { //if (m_PlayerInput == null) // m_PlayerInput = FindObjectOfType<PlayerInput>(); //m_PlayerInput.ReleaseControl(resetInputValues); } if (fade) { yield return(StartCoroutine(ScreenFader.FadeSceneOut())); } transitioningGameObject.transform.position = destinationPosition; if (fade) { yield return(StartCoroutine(ScreenFader.FadeSceneIn())); } if (releaseControl) { //m_PlayerInput.GainControl(); } m_Transitioning = false; if (callback != null) { callback(); } }
protected IEnumerator Transition(GameObject transitioningGameObject, Vector3 destinationPosition, bool fade = false, System.Action beforTeleport = null, System.Action InTelePort = null, System.Action afterTeleport = null) { m_Transitioning = true; if (beforTeleport != null) { beforTeleport(); } if (fade) { yield return(StartCoroutine(ScreenFader.FadeSceneOut())); } transitioningGameObject.transform.position = destinationPosition; if (InTelePort != null) { InTelePort(); } if (fade) { yield return(StartCoroutine(ScreenFader.FadeSceneIn())); } m_Transitioning = false; if (afterTeleport != null) { afterTeleport(); } }
protected IEnumerator Transition(string newSceneName) { mTransitioning = true; yield return(StartCoroutine(ScreenFader.FadeSceneOut(ScreenFader.FadeType.Loading))); yield return(SceneManager.LoadSceneAsync(newSceneName)); // SetupNewScene(transitionType, entrance); yield return(StartCoroutine(ScreenFader.FadeSceneIn())); mTransitioning = false; }
IEnumerator DieRespawnCoroutine(bool resetHealth, bool useCheckPoint, float waitTime) // Release user control. Fade out. Respawn. Fade in. Regain control. Currently set up to respawn player on a "gameover" death. Can be set up to pause of gameover canvas and offer choices. { PlayerInput.Instance.ReleaseControl(true); yield return(new WaitForSeconds(waitTime)); yield return(StartCoroutine(ScreenFader.FadeSceneOut(useCheckPoint ? ScreenFader.FadeType.Black : ScreenFader.FadeType.GameOver))); if (!useCheckPoint) { yield return(new WaitForSeconds(2.0f)); } Respawn(resetHealth, useCheckPoint); // Triggers actual respawn. yield return(new WaitForEndOfFrame()); yield return(StartCoroutine(ScreenFader.FadeSceneIn())); PlayerInput.Instance.GainControl(); }
public IEnumerator GameOver() { yield return(new WaitForSeconds(2f)); SendGameCommand sendGameCommand = new SendGameCommand(); sendGameCommand.interactionType = GameCommandType.Open; sendGameCommand.interactiveObject = hugeDoor; sendGameCommand.coolDown = 1; sendGameCommand.oneShot = true; sendGameCommand.Send(); yield return(new WaitForSeconds(9f)); Destroy(boss); cameraMain.enabled = false; cameraGameOver.enabled = true; Ellen.SetActive(false); OnDialogShow.Invoke(); OnDialogClose.Invoke(); for (int i = 0; i < 5; i++) { GameObject person01 = Resources.Load <GameObject>("Prefabs/TT_demo_female"); Instantiate(person01, spawnPointPerson01.transform.position, spawnPointPerson01.transform.rotation, this.transform); yield return(new WaitForSeconds(1f)); GameObject person02 = Resources.Load <GameObject>("Prefabs/TT_demo_male_A"); person02.transform.SetPositionAndRotation(spawnPointPerson02.transform.position, spawnPointPerson02.transform.rotation); Instantiate(person02, spawnPointPerson02.transform.position, spawnPointPerson02.transform.rotation, this.transform); yield return(new WaitForSeconds(1f)); GameObject person03 = Resources.Load <GameObject>("Prefabs/TT_demo_male_B"); Instantiate(person03, spawnPointPerson03.transform.position, spawnPointPerson03.transform.rotation, this.transform); yield return(new WaitForSeconds(1f)); } ScreenFader.SetAlpha(1f); StartCoroutine(ScreenFader.FadeSceneOut(ScreenFader.FadeType.GameOver)); finishGame = true; }
public IEnumerator DoPlot() { yield return(StartCoroutine(ScreenFader.FadeSceneOut())); HasDone = true; }