IEnumerator GameOverDelay(bool won) { yield return(StartCoroutine(WaitForRealSeconds(.1f))); CameraControl.FadeBlur(uiBlurEffect, 0, 2); CameraControl.TurnBlurOn(); UIGameOver.Show(won); TDSTouchInput.Hide(); }
public void Awake() { instance = this; thisObj = gameObject; canvasGroup = thisObj.GetComponent <CanvasGroup>(); if (canvasGroup == null) { canvasGroup = thisObj.AddComponent <CanvasGroup>(); } canvasGroup.alpha = 0; thisObj.SetActive(false); thisObj.GetComponent <RectTransform>().anchoredPosition = new Vector3(0, 0, 0); }