public IEnumerator onScreenObscured(TransitionEngine transitionKit) { transitionKit.transitionKitCamera.clearFlags = CameraClearFlags.Nothing; transitionKit.material.color = fadeToColor; if (nextScene >= 0) { SceneManager.LoadSceneAsync(nextScene); } yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration))); transitionKit.makeTextureTransparent(); if (fadedDelay > 0) { yield return(new WaitForSeconds(fadedDelay)); } // we dont transition back to the new scene unless it is loaded if (nextScene >= 0) { yield return(transitionKit.StartCoroutine(transitionKit.waitForLevelToLoad(nextScene))); } yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration, true))); }
public IEnumerator onScreenObscured(TransitionEngine transitionKit) { transitionKit.transitionKitCamera.clearFlags = CameraClearFlags.Nothing; // set some material properties transitionKit.material.SetFloat("_Size", size); transitionKit.material.SetFloat("_WindVerticalSegments", windVerticalSegments); // we dont transition back to the new scene unless it is loaded if (nextScene >= 0) { SceneManager.LoadSceneAsync(nextScene); yield return(transitionKit.StartCoroutine(transitionKit.waitForLevelToLoad(nextScene))); } yield return(transitionKit.StartCoroutine(transitionKit.tickProgressPropertyInMaterial(duration))); }
void initialize() { // create the MeshFilter var meshFilter = getOrAddComponent <MeshFilter>(); meshFilter.mesh = _transitionKitDelegate.meshForDisplay() ?? generateQuadMesh(); // create the Material material = getOrAddComponent <MeshRenderer>().material; material.shader = _transitionKitDelegate.shaderForTransition() ?? Shader.Find("Orange/Transitions/Texture With Alpha"); material.color = Color.white; // reset to fully white // snapshot the main camera before proceeding _instance.StartCoroutine(_instance.setupCameraAndTexture()); }