private IEnumerator EndPhase() { IsPlaying = false; m_audioSourceMusic.Stop(); m_audioSourceSFX.clip = m_levelDoneClip; m_audioSourceSFX.PlayOneShot(m_levelDoneClip, 1.0f); for (int i = 0; i < m_endFX.Length; i++) { m_endFX[i].StartEffect(); } //hide the explanations UI if game over before end m_reticle.Hide(); yield return(StartCoroutine(m_UIController.ShowOutroUI())); yield return(StartCoroutine(m_selectionRadial.WaitForSelectionRadialToFill())); yield return(StartCoroutine(m_UIController.HideOutroUI())); yield return(StartCoroutine(m_cameraFade.BeginFadeOut(true))); if (m_tutorial) { SceneManager.LoadScene("Level1Scene", LoadSceneMode.Single); } else { SceneManager.LoadScene("MenuScene", LoadSceneMode.Single); } //m_pathWalker.Reset(); // //m_camera.transform.parent.localPosition = m_start.position; //m_camera.transform.parent.localPosition = m_start.position; // //m_camera.transform.localRotation = m_start.rotation; //yield return StartCoroutine(m_cameraFade.BeginFadeIn(true)); //StartCoroutine(Start()); }
private IEnumerator ActivateButton() { // If the camera is already fading, ignore. if (m_cameraFade.IsFading) { yield break; } // If anything is subscribed to the OnButtonSelected event, call it. if (OnButtonSelected != null) { OnButtonSelected(this); } // Wait for the camera to fade out. yield return(StartCoroutine(m_cameraFade.BeginFadeOut(true))); // Load the level. SceneManager.LoadScene(m_SceneToLoad, LoadSceneMode.Single); }
IEnumerator FadeOutScene() { yield return(StartCoroutine(m_cameraFade.BeginFadeOut(true))); }