//==================================================================================================== // ■ GO //==================================================================================================== IEnumerator Go() { //Wait yield return(new UnityEngine.WaitForSeconds(1.0f)); //Text Up while (TextFlash < 1) { TextFlash += TextFlashSpeed * TIME.deltaTime; yield return(null); } //Text Wait yield return(new UnityEngine.WaitForSeconds(1.5f)); //Text Down while (TextFlash > 0) { TextFlash -= TextFlashSpeed * TIME.deltaTime; yield return(null); } //Audio Play GameObject.AudioSource.Play(); //Logo Front Up while (LogoFlash2 < 1) { LogoFlash2 += 2 * LogoFlashSpeed * TIME.deltaTime; yield return(null); } //Logo Up while (LogoFlash < 1 || LogoRotation < 1) { LogoFlash += 2 * LogoFlashSpeed * TIME.deltaTime; LogoRotation += 0.09f * TIME.deltaTime; LogoFlash = math.min(1, LogoFlash); LogoRotation = math.min(1, LogoRotation); yield return(null); } //Logo Down while (LogoFlash > 0) { LogoFlash -= LogoFlashSpeed * TIME.deltaTime; LogoFlash2 -= LogoFlashSpeed * TIME.deltaTime; yield return(null); } //Wait yield return(new UnityEngine.WaitForSeconds(1.0f)); //Game Scene Load SCENEMANAGER.LoadScene("Menu Scene"); yield return(null); }
//==================================================================================================== // ■ GAME //==================================================================================================== IEnumerator Game() { GameObject.AudioSource.Play(); //Wait //yield return new UnityEngine.WaitForSeconds(0.5f); //Menu Down while (MenuFlash > 0) { MenuFlash -= MenuFlashSpeed * TIME.deltaTime; yield return(null); } SCENEMANAGER.LoadScene("Game Scene"); yield return(null); }
internal static HandleRef getCPtr(SCENEMANAGER obj) { return((obj == null) ? new HandleRef(null, IntPtr.Zero) : obj.swigCPtr); }