IEnumerator _LevelCleared() { float t0 = 0f; float t1 = -30f; float timer = 0; float time = 0.5f; while (timer <= time) { timer += Time.deltaTime; float f = Mathf.Lerp(t0, t1, timer / time); Vector3 rot = Vector3.forward * f; lockRect.eulerAngles = rot; yield return(0); } yield return(new WaitForSeconds(0.2f)); StartCoroutine(ScreenMove.Move(theGame.GetComponent <RectTransform> (), false)); while (ScreenMove.isMoving) { yield return(0); } // SceneManager.LoadScene (0); StartCoroutine(StartNewLevel()); }
IEnumerator StartNewLevel() { buttonPreviousLevel.onClick.RemoveListener(OnClickedPreviousLevel); buttonNextLevel.onClick.RemoveListener(OnClickedNextLevel); SetNewGame(); StartCoroutine(ScreenMove.Move(theGame.GetComponent <RectTransform> (), true)); while (ScreenMove.isMoving) { yield return(0); } gameIsStarted = true; }