IEnumerator GameOverDelay(bool won) { yield return(StartCoroutine(WaitForRealSeconds(.1f))); CameraControl.FadeBlur(uiBlurEffect, 0, 2); CameraControl.TurnBlurOn(); UIGameOver.Show(won); }
public void Awake(){ instance=this; thisObj=gameObject; canvasGroup=thisObj.GetComponent<CanvasGroup>(); if(canvasGroup==null) canvasGroup=thisObj.AddComponent<CanvasGroup>(); canvasGroup.alpha=0; thisObj.SetActive(false); thisObj.GetComponent<RectTransform>().anchoredPosition=new Vector3(0, 0, 0); }