using System; using Audio; using DG.Tweening; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.Serialization; namespace Flow { public class WinScreen : MonoBehaviour { [SerializeField] private CanvasGroup canvasGroup; [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; canvasGroup.blocksRaycasts = true; canvasGroup.DOFade(1f, .5f); 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) { //Application.Quit(); } } } }