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AudioManager.instance.Play("Musica"); + AudioManager.instance.Play("Menu"); } public void LoadGame() { + AudioManager.instance.FadeOut("Menu", 1f); + AudioManager.instance.FadeIn("Musica", 1f); SceneManager.LoadScene(sceneBuildIndex: 1); } diff --git a/Assets/Scripts/Flow/WinScreen.cs b/Assets/Scripts/Flow/WinScreen.cs index 6739e67..0e30638 100644 --- a/Assets/Scripts/Flow/WinScreen.cs +++ b/Assets/Scripts/Flow/WinScreen.cs @@ -1,6 +1,8 @@ using System; +using Audio; using DG.Tweening; using UnityEngine; +using UnityEngine.SceneManagement; using UnityEngine.Serialization; namespace Flow { @@ -9,8 +11,15 @@ namespace Flow { [SerializeField] private RectTransform winBackground; [SerializeField] private RectTransform winText; + [SerializeField] private RectTransform backToMenuButton; private bool _hasWon; + + public void LoadMenu() { + AudioManager.instance.FadeOut("Musica", 1f); + AudioManager.instance.FadeIn("Menu", 1f); + SceneManager.LoadScene(sceneBuildIndex: 0); + } public void Win() { _hasWon = true; @@ -20,13 +29,15 @@ namespace Flow { winBackground.localScale = new Vector3(0, 0, 1); winText.localScale = new Vector3(0, 0, 1); + backToMenuButton.localScale = new Vector3(0, 0, 1); winBackground.DOScale(1f, .25f).SetDelay(.5f).SetEase(Ease.OutBack); winText.DOScale(1f, .25f).SetDelay(.55f).SetEase(Ease.OutBack); + backToMenuButton.DOScale(1f, .25f).SetDelay(.6f).SetEase(Ease.OutBack); } private void Update() { if (_hasWon && Input.anyKeyDown) { - 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