Exemplo n.º 1
0
    public LTDescr LoadScene(string sceneName)
    {
        LTSeq seq = LeanTween.sequence();

        if (string.IsNullOrEmpty(loadedScene) == false && loadedScene != "App")
        {
            seq.append(canvasFader.FadeIn());
            seq.append(() => StartCoroutine(UnloadAsync()));
        }

        seq.append(() => StartCoroutine(LoadAsync(sceneName)));
        seq.append(canvasFader.FadeOut());

        return(seq.tween);
    }
Exemplo n.º 2
0
 private void WhenSceneWasLoaded(Scene scene, LoadSceneMode loadSceneMode)
 {
     if (canvasFader != null)
     {
         canvasFader.FadeIn(1f);
     }
 }
Exemplo n.º 3
0
    private IEnumerator RestartGameCoroutine()
    {
        _screenFader.FadeIn();
        yield return(new WaitForSeconds(_screenFader.FadeInTime));

        yield return(new WaitForSeconds(RestartTransitionTime));

        SceneManager.LoadScene(Scenes.Game);
    }
Exemplo n.º 4
0
        private IEnumerator loadingLoadScene(string sceneName)
        {
            Manager_System.Instance.ResetPlayerPosition();
            Manager_System.Instance.HideFloorMenu();


            //	canvasToFade = GameObject.FindGameObjectWithTag("FadingCanvas").GetComponent<CanvasFader>();
            if (canvasToFade != null)
            {
                canvasToFade.gameObject.SetActive(true);
                // *** FADE TO LOADING SCREEN ***

                // check to see if canvasToFade is ready
                while (!canvasToFade.IsReady)
                {
                    // hold until it is...
                    yield return(null);
                }

                // Fade-To-Black Coroutine (Current Scene --> Black)
                yield return(StartCoroutine(canvasToFade.FadeIn()));
            }

            // Now Load the Loading Screen as a NEW SCENE
            yield return(SceneManager.LoadSceneAsync(LoadingScene));

            findLoadingBar();

            // Fade-To-Clear Coroutine, (Black --> Loading Screen)
            yield return(StartCoroutine(canvasToFade.FadeOut()));

            // Minimum DELAY
            delayTime = Time.time + minDuration;
            while (Time.time < delayTime)
            {
                yield return(null);
            }

            //	canvasToFade = null;
            Start_LoadCoreScene(sceneName);
            Stop_LoadingScene();
        }
Exemplo n.º 5
0
 private void ShowEndGame()
 {
     endGameFader.FadeIn();
 }
Exemplo n.º 6
0
 private void ShowInGame()
 {
     inGameFader.FadeIn();
 }
Exemplo n.º 7
0
 private void Init()
 {
     mainMenuFader.FadeIn();
 }