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Question by kingari · Dec 18, 2014 at 10:46 PM · loadinglevelrestart

Level Not Loading After Screen Fade

Hello everyone, I'm working on a school project and I can't get the level to reload after a screen fade. The level will do a fade but the level will not actually restart. Any ideas?

Here is the Screen Fader function:

using UnityEngine; using System.Collections;

public class ScreenFader : MonoBehaviour {

 // Holds the texture to fill the screen
 [SerializeField]Texture2D fadeTexture;
 [SerializeField]Color colorStart = Color.black;
 [SerializeField]Color colorEnd = Color.clear;
 // Time to completion of dade
 [SerializeField]float fadeTime = 1.0f;
 // Internally used to track the passage of time
 private float timer = 0.0f;
 // Defines the type of function which is used as a 
 // delegate when the fade has completed.
 public delegate void FadeCompleteEvent();
 // The container for the function(s) to be triggered when
 // the fade has completed 
 private event FadeCompleteEvent OnFadeComplete = null;

 // Use this for initialization
 void Start () {

 }
 // Called when the GUI is drawn
 void OnGUI () {
     // Determine the passage of time as a 
     // percentage of the duration time.
     float percent = timer / fadeTime;
     // Use the percentage to determine the 
     // gradient between the two
     GUI.color = Color.Lerp (colorStart, colorEnd, percent);
     // Create a rectangle the size of the screen
     Rect screenRectangle = new Rect(0,0,Screen.width,Screen.height);
     // Draw the texture filling the entire screen
     GUI.DrawTexture(screenRectangle, fadeTexture);
 }

 // Loads a prefab and creates an instance from it
 static public void CreateFade (string _prefabName, 
                                FadeCompleteEvent _completeEvent) {

     // Load the asset as a basic object
     Object fadePrefab = Resources.Load (_prefabName, typeof(Object));
     // Create a new game object from the loaded prefab
     GameObject fadeObject = Instantiate (fadePrefab) as GameObject;

     // Find the fader's script component and assign the event
     ScreenFader fader = fadeObject.GetComponent<ScreenFader>();
     fader.OnFadeComplete = _completeEvent;
 }
 // Update is called once per frame
 void Update () {
             // Accumulate the passage of time
             timer += Time.fixedDeltaTime;
             // Duration has been satisfied?
             if (timer > fadeTime) {
                     timer = fadeTime;
             }
             if (OnFadeComplete != null) {
                     OnFadeComplete = null; 
                     Destroy (gameObject, 0.1f);
             }
     }

}

Here is the script for the button that evokes the load level function when pressed:

using UnityEngine; using System.Collections;

public class PauseRestart : MenuButtonBase {

 // Called on button up
 protected override void doButtonAction () {
     ScreenFader.CreateFade("ScreenFadeDown",FadeDownCompleted);
 }
 // Invoked when the fade completes 
 void FadeDownCompleted () {
     Application.LoadLevel("Stewart_Tafari_Lab4");
 }
 // Use this for initialization
 void Start () {
 
 }
 
 // Update is called once per frame
 void Update () {
 
 }

}

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Answer by SkaredCreations · Dec 18, 2014 at 10:50 PM

Instead of a common assignation for an event, I think you should use:

 fader.OnFadeComplete += _completeEvent;
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