IEnumerator continueWithChange()
{
if (Controller)
Controller.DisableInput(5);
foreach (var texture in SubObjects)
{
texture.color = visible;
}
var max = SubObjects.Count - 1;
SubObjects[max].color = halfVisible;
for (var i = max; i >= 0; i--)
{
var texture = SubObjects[i];
float startElapsed = 0;
var startTime = i == max ? StartTime / 2f : StartTime;
var startColor = i == max ? halfVisible : visible;
Debug.LogFormat("{0}, {1}", startTime, startColor);
while (startElapsed < startTime)
{
if (Controller)
Controller.DisableInput(5);
texture.color = Color.Lerp(startColor, invisible, startElapsed / startTime);
startElapsed += Time.deltaTime;
yield return null;
}
}
if (Controller)
Controller.EnableInput(5);
SetActive(false);
Controller.SignalLoadComplete();
}