diff --git a/NewHorizons/Handlers/FadeHandler.cs b/NewHorizons/Handlers/FadeHandler.cs index ded72444..fbaa0b5b 100644 --- a/NewHorizons/Handlers/FadeHandler.cs +++ b/NewHorizons/Handlers/FadeHandler.cs @@ -25,14 +25,12 @@ namespace NewHorizons.Handlers yield return new WaitForEndOfFrame(); } - public static void FadeThen(float length, float totalTime, Action action) => Delay.StartCoroutine(FadeThenCoroutine(length, totalTime, action)); + public static void FadeThen(float length, Action action) => Delay.StartCoroutine(FadeThenCoroutine(length, action)); - private static IEnumerator FadeThenCoroutine(float length, float totalTime, Action action) + private static IEnumerator FadeThenCoroutine(float length, Action action) { yield return FadeOutCoroutine(length); - yield return new WaitForSeconds(totalTime - length); - action?.Invoke(); } } diff --git a/NewHorizons/Main.cs b/NewHorizons/Main.cs index a90fabf2..7ca6e322 100644 --- a/NewHorizons/Main.cs +++ b/NewHorizons/Main.cs @@ -970,13 +970,11 @@ namespace NewHorizons OWInput.ChangeInputMode(InputMode.None); // Hide unloading - // When warping with the ship or vessel there are graphical effects we want to see! Do not pause immediately or cut to black immediately - // Otherwise we fade to black much quicker. Still wait a bit for the sound effects to finish - FadeHandler.FadeThen(IsWarpingFromShip || IsWarpingFromVessel ? 1f : 0.2f, 1.2f, () => + ManualOnStartSceneLoad(sceneToLoad); + FadeHandler.FadeThen(1f, () => { // Slide reel unloading is tied to being removed from the sector, so we do that here to prevent a softlock Locator.GetPlayerSectorDetector().RemoveFromAllSectors(); - ManualOnStartSceneLoad(sceneToLoad); LoadManager.LoadSceneImmediate(sceneToLoad); }); }