/// <summary> /// Display menu. /// </summary> /// <returns>IEnumerator</returns> public IEnumerator DisplayMenu() { inMenu = true; GameManager.instance.paused = true; Time.timeScale = 0; audio.PlaySound(0); background.FadeIn(); sectionCover.FadeIn(); yield return(new WaitForSecondsRealtime(.5f)); mainSection.gameObject.SetActive(true); mainSection.DisplaySections(); sectionCover.FadeOut(2f); yield return(new WaitForSecondsRealtime(.1f)); menuNavegable.MakeNavegable(); currentSection = "MainSection"; _displayRoutine = null; }
/// <summary> /// Open section coroutine. /// </summary> /// <param name="sectionName">string - section name id</param> /// <returns>IEnumerator</returns> public IEnumerator OpenSectionRoutine(string sectionName) { sectionCover.FadeIn(); foreach (GameObject section in sections) { section.GetComponent <MenuSections>().HideSections(); section.SetActive(false); } foreach (MenuSection menu in navegables) { menu.DisableNavegable(); } yield return(new WaitForSecondsRealtime(.5f)); switch (sectionName) { case "MainSection": mainSection.gameObject.SetActive(true); mainSection.DisplaySections(); sectionCover.FadeOut(1.5f); yield return(new WaitForSecondsRealtime(.1f)); menuNavegable.MakeNavegable(); currentSection = "MainSection"; break; case "SystemSection": systemSection.gameObject.SetActive(true); systemSection.DisplaySections(); sectionCover.FadeOut(1.5f); yield return(new WaitForSecondsRealtime(.1f)); systemMenuNavegable.MakeNavegable(); currentSection = "SystemSection"; break; default: break; } _displayRoutine = null; }