private IEnumerator OnPlayPressedRoutine() { TransitionFader.PlayTransition(startTransitionPrefab); LevelLoader.LoadNextLevel(); GameMenu.Open(); yield return(new WaitForSeconds(_playDelay)); }
private IEnumerator OnPlayPressedRoutine() { TransitionFader.PlayTransition(startTransitionPrefab); LevelLoader.LoadNextLevel(); yield return(new WaitForSeconds(_playDelay)); // i dont like this solution. It adds .5 seconds delay on key press. GameMenu.Open(); }
private IEnumerator PlayMissionRoutine(string sceneName) { TransitionFader.PlayTransition(_playTrasitionPrefab); LevelLoader.LoadLevel(sceneName); yield return(new WaitForSeconds(_playDelay)); GameMenu.Open(); }
IEnumerator OnCollectModePressedRoutine() { TransitionFader.PlayTransition(startTransitionPrefab); LevelLoader.LoadCollectModeLevel(); yield return(new WaitForSeconds(_playDelay)); GameMenu.Open(); }
// start the transition and play the first level private IEnumerator OnPlayPressedRoutine() { TransitionFader.PlayTransition(startTransitionPrefab, LevelLoader.CurrentSceneIndex); yield return(new WaitForSeconds(_playDelay)); LevelLoader.LoadNextLevel(); GameMenu.Open(); _active = false; }
public void OnPlayPressed() { if (GameManager.Instance != null) { GameManager.Instance.LoadNextLevel(); } GameMenu.Open(); }
// start the transition and play the first level private IEnumerator OnPlayPressedRoutine() { TransitionFader.PlayTransition(startTransitionPrefab, "In The Beginning..."); yield return(new WaitForSeconds(_playDelay)); if (PlayerController.Instance != null) { PlayerController.Instance.UnfreezePlayer(); } LevelLoader.LoadNextLevel(); GameMenu.Open(); _active = false; }
/// <summary> /// Routine that starts the transition between the Main menu and the game loading /// the first level on the scenes in build. /// </summary> /// <returns>An IEnumerator ready to be used as a Coroutine.</returns> IEnumerator OnPlayPressedRoutine() { // start the transition between scenes if (_startTransitionPrefab != null) { TransitionFader.CreateAndPlayTransition(_startTransitionPrefab); } // load the first level if (GameManager.Instance != null) { LevelLoader.LoadNextLevel(); } // wait a couple of seconds before hiding this menu and openning the game // menu yield return(new WaitForSeconds(_playDelay)); // open the game menu (the one with the button that allows the player // to pause the game) GameMenu.Open(); }
public void OnLevelPressed(int level) // odwołanie ustawione w edytorze { LevelLoader.instance.LoadLevel(level); Cursor.visible = false; GameMenu.Open(); }
public void OnPlayPressed() { LevelLoader.LoadLevel(currentMission?.SceneName); GameMenu.Open(); }