IEnumerator DelayedOperations() { s = cam.GetComponent <ProCamera2DTransitionsFX>(); if (trans == true) { // start transition s.TransitionExit(); yield return(new WaitForSeconds(0.5f)); SceneManager.LoadScene(2); /* * gameObject.transform.position = target.transform.position; * yield return new WaitForSeconds(1f); * s.TransitionEnter(); */ } // go back /* * if (Input.GetKey(KeyCode.Z)) * { * gameObject.transform.position = initial.transform.position; * } */ }
IEnumerator CoTransitionToMasterScene() { proCamera2DTransitionFx.TransitionExit(); yield return(new WaitForSeconds(proCamera2DTransitionFx.DurationExit)); async.allowSceneActivation = true; }
IEnumerator TransisiKeluar() { yield return(new WaitForSeconds(5)); transisiCamera.TransitionExit(); yield return(new WaitForSeconds(2)); Application.LoadLevel("Luar Dungeon"); }
IEnumerator DelayedTransition(ProCamera2DTransitionsFX reviveFX) { // AI and Hacker can't move when transition start AIPC.canControl = false; hackerPC.canControl = false; // wait for start yield return(new WaitForSeconds(1f)); // camera exit reviveFX.TransitionExit(); // wait for transition yield return(new WaitForSeconds(0.5f)); // transition AI.transform.position = DesList[1].position; hacker.transform.position = DesList[2].position; // move moveable blocks if (MoveableBlockFathers != null) { foreach (Transform father in MoveableBlockFathers) { if (father.GetChild(0) != null) { father.GetChild(0).position = father.position; } } } // wait for transition yield return(new WaitForSeconds(0.5f)); // camera enter reviveFX.TransitionEnter(); // AI and Hacker can move when transition end AIPC.canControl = true; hackerPC.canControl = true; AIHS.Revive(1); hackerHS.Revive(1); // able = false; reviveCoroutine = null; }
IEnumerator CoTransitionToMasterScene(int sceneIndex) { // Perform the exit transition MainProCamera2DTransitionFX.TransitionExit(); // Delay until exit transition is complete float delay = MainProCamera2DTransitionFX.DurationExit; yield return(new WaitForSeconds(delay)); // Load the Master Scene SceneManager.LoadScene(sceneIndex); }
void OnTriggerStay2D(Collider2D other) { Player player = other.GetComponent <Player>(); if (player == null) { return; } if (!EnoughCount(player)) { return; } // for (int i = 0; i < NeedCollects.Length; i++) // { // var count = NeedCollects[i]; // if (count > 0) // { // var playerGet = player.GetCollectCount(i); // if (count > playerGet) // { // finish = false; // break; // } // } // } // if (!finish) // { // // 没通关 // Debug.Log("没通关,谢谢"); // return; // } // // // 胜利通关逻辑,什么切换下一关,显示胜利界面拉。balbala // // if (string.IsNullOrEmpty(NextLevelName)) // { // Debug.Log("呵呵哒了,没下一关了。GGWP"); // return; // } if (GameMgr.Instance.InputMgr.UpUp && !inTransition) { _transitionFX.TransitionExit(); inTransition = true; //SceneManager.LoadSceneAsync (NextLevelName); } }
// Update is called once per frame IEnumerator DelayedTransition(ProCamera2DTransitionsFX transFX) { AudioSource audio = GetComponent <AudioSource>(); // AI and Hacker can't move when transition start AI.GetComponent <PlayerControl>().canControl = false; Hacker.GetComponent <PlayerControl>().canControl = false; // start TransAnim PortalBack.GetComponent <Animator>().SetBool("PortalBackTrans", true); PortalFore.GetComponent <Animator>().SetBool("PortalForeTrans", true); // wait for start yield return(new WaitForSeconds(1f)); audio.Play(); // camera exit // Debug.Log("in"); transFX.TransitionExit(); // wait for transition yield return(new WaitForSeconds(0.5f)); // reset TraansAnim PortalBack.GetComponent <Animator>().SetBool("PortalBackTrans", false); PortalFore.GetComponent <Animator>().SetBool("PortalForeTrans", false); SceneManager.LoadScene(2); // transition /* * AI.transform.position = DesList[1].position; * Hacker.transform.position = DesList[2].position; * * * // wait for transition * yield return new WaitForSeconds(0.5f); * * // camera enter * transFX.TransitionEnter(); * * // AI and Hacker can move when transition end * AI.GetComponent<PlayerControl>().canControl = true; * Hacker.GetComponent<PlayerControl>().canControl = true; * * end = false; */ }
IEnumerator wait() { yield return(new WaitForSeconds(0.75f)); audio.clip = DeathClip; audio.Play(); Handheld.Vibrate(); StartPlayer.SetActive(false); EndPlayer.SetActive(true); explodablePlayer.explode(); ef.doExplosion(EndPlayer.transform.position); yield return(new WaitForSeconds(2f)); pc2dTransition.TransitionExit(); yield return(new WaitForSeconds(1.6f)); //Application.LoadLevel(Application.loadedLevel); }
public void LoadScene(string scene) { ProCamera2DTransitionsFX camFX = FindObjectOfType <ProCamera2DTransitionsFX>(); loadInProgress = true; sceneToLoad = scene; PlayerMgr.Instance().UpdatePlayerStatus(false); if (camFX != null) { camFX.OnTransitionExitEnded += AsynchLoadScene; camFX.TransitionExit(); } else { SceneManager.LoadScene(scene); } }
IEnumerator BrainAction(ProCamera2DTransitionsFX transFX) { counter++; // AI and Hacker can't move when transition start AI.GetComponent <PlayerControl>().canControl = false; Hacker.GetComponent <PlayerControl>().canControl = false; // wait for start yield return(new WaitForSeconds(0f)); // camera exit transFX.TransitionExit(); // wait for transition yield return(new WaitForSeconds(1f)); // load BrainScene SceneManager.LoadScene(targetSceneNum); }