示例#1
0
 /// <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)));
 }
示例#2
0
 /// <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)));
 }
示例#3
0
 public static Coroutine ResetScene(string sceneName, float duration)
 {
     return(TransitionUtility.Transition(duration, ResetSceneEffect(sceneName)));
 }