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Director_GameHandle.cs
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Director_GameHandle : MonoBehaviour {
public float timeAtWin;
public float downTime;
bool done = false;
BeamEmitter beam;
Fader fader;
Rigidbody cube;
void Awake()
{
Screen.orientation = ScreenOrientation.LandscapeLeft;
}
void Start()
{
beam = FindObjectOfType<BeamEmitter>();
cube = beam.GetComponent<Rigidbody>();
fader = GetComponent<Fader>();
fader.enabled = false;
}
void OnLevelWasLoaded()
{
fader.enabled = false;
}
void Update()
{
if (beam.success)
{
if (!done)
{
timeAtWin = Time.time;
fader.enabled = true;
done = true;
}
/// wait for fade
if (Time.time > downTime + timeAtWin)
{
beam.success = false;
DontDestroyOnLoad(gameObject);
SceneManager.LoadScene("world2");
}
}
if (Input.GetKeyDown(KeyCode.Escape))
{
SceneManager.LoadScene("world1");
fader.enabled = false;
}
}
}