IEnumerator LevelTransition() { fadeOut.SetActive(true); yield return(new WaitForSeconds(1)); RedirectLevels.Redirect(0); }
IEnumerator LevelTransition() { fadeOut.SetActive(true); yield return(new WaitForSeconds(1)); level_num = int.Parse(EventSystem.current.currentSelectedGameObject.gameObject.GetComponentInChildren <Text>().text); RedirectLevels.Redirect(level_num); }
IEnumerator YouDied() { playerCamera.transform.parent = null; yield return(new WaitForSeconds(.5f)); youDied.SetActive(true); levelAudio.SetActive(false); yield return(new WaitForSeconds(2)); fadeOut.SetActive(true); yield return(new WaitForSeconds(1)); RedirectLevels.Redirect(RedirectLevels.current_level); }
IEnumerator LevelWin() { levelMusic.SetActive(false); playerCamera.enabled = false; playerCamera.gameObject.GetComponent <AudioListener>().enabled = false; winCamera.enabled = true; winCamera.gameObject.GetComponent <AudioListener>().enabled = true; GetComponent <Animator>().enabled = true; levelComplete.Play(); winScreen.SetActive(true); collectibleIndicator.SetActive(false); yield return(new WaitForSeconds(3)); fadeOut.SetActive(true); yield return(new WaitForSeconds(1)); RedirectLevels.Redirect(RedirectLevels.current_level + 1); //Go to next level }
public void RestartLevel() { UnPause(); RedirectLevels.Redirect(RedirectLevels.current_level); }
public void MainMenu() { UnPause(); RedirectLevels.Redirect(-2); //Go to Main Menu }