Fixed Scene Transitions
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@@ -32,6 +32,8 @@ namespace Fruitomation.Game
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Transition.OnCreation(canvas);
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}
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private const float FadeMultiplier = 4f;
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private IEnumerator StartLoadInternal(string scene)
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{
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AsyncOperation operation = SceneManager.LoadSceneAsync(scene);
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@@ -50,10 +52,10 @@ namespace Fruitomation.Game
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while (lerp < 1f)
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{
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lerp += Time.unscaledDeltaTime;
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lerp += Time.unscaledDeltaTime * FadeMultiplier;
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Transition.LerpValue = Mathf.Clamp01(lerp);
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yield return null; // Waits for next frame
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yield return new WaitForEndOfFrame();
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}
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operation.allowSceneActivation = true;
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@@ -61,14 +63,17 @@ namespace Fruitomation.Game
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private IEnumerator EndLoadInternal()
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{
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yield return new WaitForSecondsRealtime(0.2f);
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Transition.GoingUp = true;
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float lerp = 0f;
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while (lerp < 1f)
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{
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lerp += Time.unscaledDeltaTime;
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Transition.LerpValue = Mathf.Clamp01(lerp);
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lerp += Time.unscaledDeltaTime * FadeMultiplier;
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Transition.LerpValue = Mathf.Clamp01(1f - lerp);
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yield return null; // Waits for next frame
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yield return new WaitForEndOfFrame(); // Waits for next frame
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}
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Time.timeScale = 1f;
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@@ -16,6 +16,7 @@ namespace Fruitomation.Game
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{
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Image img = gameObject.AddComponent<Image>();
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img.color = Color.black;
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img.raycastTarget = true;
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CanvasRect = canvas.GetComponent<RectTransform>();
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Rect = transform.GetComponent<RectTransform>();
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