/// <summary> /// When the fade in has completed, unload the selected level /// </summary> /// <param name="manager"></param> private void FadeInCompleted(BackgroundFadeManager manager) { backgroundFadeManager.FadeInComplete -= FadeInCompleted; SceneManager.sceneUnloaded += LevelUnLoaded; SceneManager.UnloadSceneAsync(currentSceneLoaded); }
/// <summary> /// When the fade in has completed, unload the selected level /// </summary> /// <param name="manager"></param> private void FadeInCompleted(BackgroundFadeManager manager) { backgroundFadeManager.FadeInComplete -= FadeInCompleted; if (currentSceneLoaded != null && currentSceneLoaded.Length > 1) { SceneManager.sceneUnloaded += LevelUnLoaded; SceneManager.UnloadSceneAsync(currentSceneLoaded); } else { SceneManager.sceneLoaded += LevelLoaded; SceneManager.LoadSceneAsync(newSceneToLoad, LoadSceneMode.Additive); } }
/// <summary> /// When the fader out has completed, let one of our levels know it can start /// </summary> /// <param name="manager"></param> private void FadeOutCompleted(BackgroundFadeManager manager) { backgroundFadeManager.FadeOutComplete -= FadeOutCompleted; TransitionComplete(this); }