void load() { //call the event to swap music NOW EasyAudioUtility_SceneManager sm = FindObjectOfType <EasyAudioUtility_SceneManager>(); if (sm) { sm.onSceneChange(sceneToLoad); } //finally load scene //SceneManager.LoadScene(sceneToLoad); #if PIXELCRUSHERS_SAVESYSTEM if (sceneToLoad == "MainMenu" || PlayerPrefs.GetInt("slotLoaded_") == -1) { asyncOperation.allowSceneActivation = true; } else { PixelCrushers.SaveSystem.LoadFromSlot(PlayerPrefs.GetInt("slotLoaded_")); } return; #endif asyncOperation.allowSceneActivation = true; }
void load() { //call the event to swap music NOW EasyAudioUtility_SceneManager sm = FindObjectOfType <EasyAudioUtility_SceneManager>(); if (sm) { sm.onSceneChange(sceneToLoad); } //finally load scene SceneManager.LoadScene(sceneToLoad); }
void load() { //call the event to swap music NOW EasyAudioUtility_SceneManager sm = FindObjectOfType <EasyAudioUtility_SceneManager>(); if (sm) { sm.onSceneChange(sceneToLoad); } //finally load scene //SceneManager.LoadScene(sceneToLoad); asyncOperation.allowSceneActivation = true; }
void init() { GetComponent <Canvas>().renderMode = RenderMode.ScreenSpaceOverlay; RetrieveSceneToLoad(); //load on the basis of loading bar fill amount if (showLoadingBar) { //init loading bar loadingBar.minValue = 0f; loadingBar.maxValue = 100f; loadingBar.value = 0f; //enable right object loadingBar.gameObject.SetActive(true); circularIndicator.SetActive(false); } //else load after circular laod delay else { // enable right object loadingBar.gameObject.SetActive(false); circularIndicator.SetActive(true); //set anim speed circularIndicator.GetComponent <Animator>().speed = circularIndicatorAnimSpeed; Invoke("loadScene", circularLoadDelay); } //lerp the audio source which is playing to 0 EasyAudioUtility_SceneManager sm = FindObjectOfType <EasyAudioUtility_SceneManager>(); if (sm) { sm.FadeVolume(0); } //if we have specific loading screen for the scene foreach (SceneSpecificLoading l in sceneSpecificLoading) { if (l.sceneName == sceneToLoad) { //reset the loading screen image defaultLoadingScreenImage.color = Color.white; defaultLoadingScreenImage.sprite = l.loadingImage; //exit the init code return; } } //If we didn't find any specific image, we just continue normally //enable loading screen transitions if (showImageTransition) { defaultLoadingScreenImage.color = Color.white; //now invoking transitions InvokeRepeating("StartImageTransition", 0f, transitionDuration); } //else set a random image from array to screen image else { //if any image is added if (LoadingScreenImages.Length > 0) { defaultLoadingScreenImage.color = Color.white; defaultLoadingScreenImage.sprite = LoadingScreenImages[Random.Range(0, LoadingScreenImages.Length)]; } } }
void init() { GetComponent <Canvas>().renderMode = RenderMode.ScreenSpaceOverlay; //retrieve what scene to be loaded sceneToLoad = PlayerPrefs.GetString("sceneToLoad"); //if it's null if (sceneToLoad == "") { sceneToLoad = "MainMenu"; } //now loading scene async //SceneManager.LoadSceneAsync(sceneToLoad); SceneManager.LoadSceneAsync(sceneToLoad).allowSceneActivation = false; //load on the basis of loading bar fill amount if (showLoadingBar) { //init loading bar loadingBar.minValue = 0f; loadingBar.maxValue = 100f; loadingBar.value = 0f; //enable right object loadingBar.gameObject.SetActive(true); circularIndicator.SetActive(false); } //else load after circular laod delay else { // enable right object loadingBar.gameObject.SetActive(false); circularIndicator.SetActive(true); //set anim speed circularIndicator.GetComponent <Animator>().speed = circularIndicatorAnimSpeed; Invoke("loadScene", circularLoadDelay); } //enable loading screen transitions if (showImageTransition) { defaultLoadingScreenImage.color = Color.white; //now invoking transitions InvokeRepeating("StartImageTransition", 0f, transitionDuration); } //else set a random image from array to screen image else { //if any image is added if (LoadingScreenImages.Length > 0) { defaultLoadingScreenImage.color = Color.white; defaultLoadingScreenImage.sprite = LoadingScreenImages[Random.Range(0, LoadingScreenImages.Length)]; } } //lerp the audio source which is playing to 0 EasyAudioUtility_SceneManager sm = FindObjectOfType <EasyAudioUtility_SceneManager>(); if (sm) { sm.FadeVolume(0); } }