using System.Collections; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.SceneManagement; public class InitializeGame : MonoBehaviour { public bool runBootUpScreen = true; public Animator bootUpAnimation; public AudioSource bootUpAudio; public PlayerActions playerActions; private bool canSkip; private bool hasSkipped; private void OnEnable() { playerActions.Movement.OpenMenu.performed += OpenMenu_performed; playerActions.Movement.Enable(); } private void OnDisable() { playerActions.Movement.OpenMenu.performed -= OpenMenu_performed; playerActions.Movement.Disable(); } private void Awake() { playerActions = new PlayerActions(); Application.backgroundLoadingPriority = ThreadPriority.Normal; } public void OpenMenu_performed(InputAction.CallbackContext context) { Debug.Log("SKIPPING aaaa"); if (context.performed && canSkip && !hasSkipped) { Debug.Log("SKIPPING"); hasSkipped = true; SceneManager.LoadScene("MainMenu"); } } private IEnumerator SendToNextScene() { if (runBootUpScreen) { bootUpAudio.Play(); yield return new WaitForSeconds(0.2f); canSkip = true; bootUpAnimation.SetTrigger("playAnim"); yield return new WaitForSeconds(3f); } yield return new WaitForSeconds(0.2f); SceneManager.LoadScene("MainMenu"); } private void Start() { StartCoroutine(SendToNextScene()); } }