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ChangeScene.cs
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ChangeScene.cs
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using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
public class ChangeScene : MonoBehaviour {
Fade fade;
Animator transitionAnim;
public static ChangeScene instance;
bool done = true;
AsyncOperation asyncLoad;
void Start () {
instance = this;
//print (GameController.instance.previousScene);
transitionAnim = GameObject.FindGameObjectWithTag ("Fade").GetComponent<Animator> ();
switch (GameController.instance.previousScene) {
case "GameScene":
switch (SceneManager.GetActiveScene ().name) {
case "GameScene":
transitionAnim.SetTrigger ("goDown");
break;
case "CombinedScene":
transitionAnim.SetTrigger ("goUp");
break;
}
break;
case "TutorialScene":
switch (SceneManager.GetActiveScene ().name) {
case "RegisterScene":
transitionAnim.SetTrigger ("goUp");
break;
case "CombinedScene":
transitionAnim.SetTrigger ("goUp");
break;
case "TutorialScene":
transitionAnim.SetTrigger ("goDown");
break;
}
break;
case "RegisterScene":
transitionAnim.SetTrigger ("goDown");
break;
case "Persistent":
break;
case "CombinedScene":
switch (SceneManager.GetActiveScene ().name) {
case "StoreScene":
transitionAnim.SetTrigger ("centerToLeft");
break;
case "InfoScene":
transitionAnim.SetTrigger ("centerToRight");
break;
case "GameScene":
transitionAnim.SetTrigger ("goDown");
break;
case "RegisterScene":
transitionAnim.SetTrigger ("goUp");
break;
case "TutorialScene":
transitionAnim.SetTrigger ("goDown");
break;
default:
break;
}
break;
case "StoreScene":
transitionAnim.SetTrigger ("centerToRight");
break;
case "InfoScene":
transitionAnim.SetTrigger ("centerToLeft");
break;
default:
break;
}
}
public void changeScene (string scene) {
Time.timeScale = 1;
transitionAnim = GameObject.FindGameObjectWithTag ("Fade").GetComponent<Animator> ();
GameController.instance.previousScene = SceneManager.GetActiveScene ().name;
// SceneManager.LoadScene (scene, LoadSceneMode.Single);
if (done) {
StartCoroutine (LoadAfterFade (scene));
}
// StartCoroutine(LoadAfterFade(0.1f, scene));
}
IEnumerator LoadAfterFade (string scene) {
done = false;
if (SceneManager.GetActiveScene ().name != "Persistent") {
switch (scene) {
case "GameScene":
transitionAnim.SetTrigger ("comeDown");
break;
case "CombinedScene":
switch (SceneManager.GetActiveScene ().name) {
case "GameScene":
UserData.instance.combinedIndex = 1;
transitionAnim.SetTrigger ("comeUp");
break;
case "RegisterScene":
transitionAnim.SetTrigger ("comeDown");
break;
case "TutorialScene":
transitionAnim.SetTrigger ("comeUp");
break;
}
break;
case "StoreScene":
scene = "CombinedScene";
UserData.instance.combinedIndex = 2;
transitionAnim.SetTrigger ("comeUp");
break;
case "TutorialScene":
if (SceneManager.GetActiveScene ().name != "TutorialScene") {
UserData.instance.tutorialStage = 0;
//print ("RESET");
}
transitionAnim.SetTrigger ("comeDown");
break;
case "RegisterScene":
transitionAnim.SetTrigger ("comeUp");
break;
}
}
asyncLoad = SceneManager.LoadSceneAsync (scene);
asyncLoad.allowSceneActivation = false;
// Wait until the asynchronous scene fully loads
yield return new WaitForSecondsRealtime (0.3f);
System.GC.Collect ();
asyncLoad.allowSceneActivation = true;
done = true;
}
}