SkipAndLoad.cs 1.3 KB

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  1. using System.Collections;
  2. using UnityEngine;
  3. using UnityEngine.SceneManagement;
  4. public class SkipAndLoad : MonoBehaviour
  5. {
  6. [SerializeField]
  7. private UIButton _skip;
  8. [SerializeField]
  9. private UISprite _progres;
  10. private AsyncOperation _async;
  11. void Start ()
  12. {
  13. //_skip.onClick.Add(new EventDelegate(Skip));
  14. Show();
  15. }
  16. private void Update()
  17. {
  18. //if (_async != null)
  19. //{
  20. // _progres.fillAmount = _async.progress;
  21. //}
  22. }
  23. public void Show()
  24. {
  25. StartCoroutine(_routine());
  26. //_progres.transform.parent.gameObject.SetActive(false);
  27. //_skip.gameObject.SetActive(true);
  28. }
  29. private IEnumerator _routine()
  30. {
  31. yield return new WaitForSeconds(5);
  32. Load();
  33. }
  34. private void Skip()
  35. {
  36. Load();
  37. }
  38. private void Load()
  39. {
  40. //if (!_skip.gameObject.activeSelf)
  41. //{
  42. // return;
  43. //}
  44. //_skip.gameObject.SetActive(false);
  45. StartCoroutine(_show());
  46. }
  47. private IEnumerator _show()
  48. {
  49. //_progres.transform.parent.gameObject.SetActive(true);
  50. //_skip.gameObject.SetActive(false);
  51. _async = SceneManager.LoadSceneAsync("Runner");
  52. yield return _async;
  53. }
  54. }