/// <summary> /// Starts a scene transition and runs an action between fades. /// Requires Package scene or a derived scene to work. /// </summary> /// <param name="curScene">Scene to be unloaded</param> /// <param name="nextScene">Scene to be loaded</param> /// <param name="duration">Duration of the transition</param> /// <param name="action">Action to be executed</param> public static Coroutine SceneTransition(string curScene, string nextScene, float duration, UnityAction action) { //return filter.StartCoroutine(SceneTransitionEffect(curScene, nextScene, filter, duration)); return(TransitionUtility.Transition(duration, SceneTransitionEffect(curScene, nextScene, action))); }
/// <summary> /// Starts a scene transition and runs an action between fades. /// Requires Package scene or a derived scene to work. /// </summary> /// <param name="curScene">Scene to be unloaded</param> /// <param name="nextScene">Scene to be loaded</param> /// <param name="duration">Duration of the transition</param> /// <param name="routine">Action to be executed</param> public static Coroutine SceneTransition(string curScene, string nextScene, float duration, IEnumerator routine) { //return filter.StartCoroutine(SceneTransitionEffect(curScene, nextScene, filter, duration)); return(TransitionUtility.Transition(duration, SceneTransitionEffect(TransitionUtility.TransitionImage, curScene, nextScene, routine))); }
public static Coroutine ResetScene(string sceneName, float duration) { return(TransitionUtility.Transition(duration, ResetSceneEffect(sceneName))); }