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); }
private void WhenSceneWasLoaded(Scene scene, LoadSceneMode loadSceneMode) { if (canvasFader != null) { canvasFader.FadeIn(1f); } }
private IEnumerator RestartGameCoroutine() { _screenFader.FadeIn(); yield return(new WaitForSeconds(_screenFader.FadeInTime)); yield return(new WaitForSeconds(RestartTransitionTime)); SceneManager.LoadScene(Scenes.Game); }
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(); }
private void ShowEndGame() { endGameFader.FadeIn(); }
private void ShowInGame() { inGameFader.FadeIn(); }
private void Init() { mainMenuFader.FadeIn(); }