Fade GUITexture in when previous GUITexture fade out

Hi. I have 3 GUITextures. Well, i want to let them fade in and out.

So

GUITexture 1 fade in – 3 seconds → Texture 1 fade out → wait 1 second →

GUITexture 2 fade in – 3 seconds → Texture 2 fade out → wait 1 second →

GUITexture 3 fade in – 3 seconds → Texture 3 fade out → wait 1 second → Go to other scene.

I tried a lot of examples like Unifycommunity
and others.

But i still don’t know how to make this like i want to make it. Someone can help me please?

Thanks in advance

*EDIT

Please someone help me. And i’m looking for JS. Please help

Check out coroutines. Something like :

Ienumerator NextScene()
{
   StartCoroutine( FadeIn( tex1 ) );
   yield return new WaitForSeconds( wait1 );
   StartCoroutine( FadeOut( tex1 ) );
   yield return new WaitForSeconds( wait2 );

   StartCoroutine( FadeIn( tex2 ) );
   yield return new WaitForSeconds( wait1 );
   StartCoroutine( FadeOut( tex2 ) );
   yield return new WaitForSeconds( wait2 );

   StartCoroutine( FadeIn( tex3 ) );
   yield return new WaitForSeconds( wait1 );
   StartCoroutine( FadeOut( tex3 ) );
   yield return new WaitForSeconds( wait2 );
}

var fadeIn: float;
var fadeOut: float;

function Start()    
{    
	NextScene();    
}

function NextScene()    
{    
   FadeIn();
   yield WaitForSeconds( fadeIn);    
   FadeOut();    
   yield WaitForSeconds( fadeOut);

   FadeIn();    
   yield WaitForSeconds( fadeIn);    
   FadeOut();    
   yield WaitForSeconds( fadeOut);

   FadeIn();    
   yield WaitForSeconds( fadeIn);    
   FadeOut();    
   yield WaitForSeconds( fadeOut);    
}

function FadeIn(){     
	var counter : float = 0f;    
	while( counter < fadeIn){    
		print ( "FadeIn alpha : " + Mathf.Lerp( 0, 1, counter / wait1 ) );    
		counter += Time.deltaTime;    
		yield WaitForEndOfFrame();    
	}    
}

function FadeOut() {     
	var counter : float = 0f;    
	while( counter < fadeOut)    
	{    
		print ( "FadeOut alpha : " + Mathf.Lerp( 1, 0, counter / wait1 ) );    
		counter += Time.deltaTime;    
		yield WaitForEndOfFrame();    
	}    
}