void Update() { if (to_new_level == true) { if (reached_level == false) { ManagerKeeper.Increase_number_of_level(); // Debug.Log("number of level reached is " + ManagerKeeper.Get_number_of_reached_level()); reached_level = true; } if (reached_level == true) { level_complete_text.SetActive(true); if (level_complete_text.gameObject.GetComponent <LevelCompleteTextController>().Return_if_centered() == true) { start_timer = true; } if (start_timer == true) { timer += Time.deltaTime; if (timer > 5f) { // Debug.Log("timer is over 5"); level_complete_text.gameObject.GetComponent <Animator>().Play("LevelCompleteTextOut"); if (level_complete_text.gameObject.GetComponent <LevelCompleteTextController>().Return_if_out() == true && ManagerKeeper.Get_number_of_reached_level() == 2) { fader.SetActive(true); if (fader == true) { if (timer >= 9.5f) { SceneManager.LoadScene("Level_03_Lab");//poner aca la escena de transicion con el mensaje de complete level } } } } } } } }
void Update() { if (to_new_level == true) { if (reached_level == false) { ManagerKeeper.Increase_number_of_level(); reached_level = true; } for (int i = 0; i < 1; i++) { fader.SetActive(true); } if (fader == true) { timer += Time.deltaTime; if (timer >= 1f) { SceneManager.LoadScene("TransitionScene");//poner aca la escena de transicion con el mensaje de complete level } } } }