public override void OnInspectorGUI() { DrawDefaultInspector(); Script_SceneManager t = (Script_SceneManager)target; if (GUILayout.Button("Restart Game")) { Script_SceneManager.RestartGame(); } }
/// <summary> /// Singleton needs to be in Awake because there are multiple /// of this, don't want to have to set up by both Start and Game /// </summary> public void Awake() { if (SM == null) { DontDestroyOnLoad(this.gameObject); SM = this; } else if (this != SM) { Destroy(this.gameObject); } }
private void ToGameTransition(Transform submenu) { // Fade In Black Bg, then Fade Out Submenu bgBlack.Close(); bgBlack.FadeIn(toLoadingBgBlackFadeInTime, () => { submenu.GetComponent <Script_CanvasGroupController>().FadeOut( toLoadingSubmenuFadeOutTime, () => StartCoroutine(WaitToLoadScene()) ); }); IEnumerator WaitToLoadScene() { yield return(new WaitForSeconds(waitBlackScreenBeforeLoadingScreenTime)); Script_SceneManager.ToGameScene(); } }