Load level after Image Sequence

I have a image sequence array made of .pngs that plays at the opening of a scene. After that image sequence stops I would like to load a new level only I’m having trouble doing that. I would like to know how I can modify my code to make that possible. Seems easy but i just can’t get it right here is the code I’m working with.

using UnityEngine;
using System.Collections;

public class ImageSequenceTextureArray : MonoBehaviour
{

private Object[] objects;

private Texture[] textures;

private Material goMaterial;

private int frameCounter = 0;	

void Awake()
{
	//Get a reference to the Material of the game object this script is attached to 
	this.goMaterial = this.renderer.material;
}
	
void Start () 
{
	
	this.objects = Resources.LoadAll("Sequence", typeof(Texture));
	
	
	this.textures = new Texture[objects.Length];
	
	
	for(int i=0; i<objects.Length;i++)
	{
		this.textures _= (Texture)this.objects*;*_

* }*
* }*

* void Update ()*
* {*

StartCoroutine(“Play”,0.60f);

* goMaterial.mainTexture = textures[frameCounter];*
* }*

* IEnumerator PlayLoop(float delay)*
* {*

* yield return new WaitForSeconds(delay);*

* frameCounter = (++frameCounter)%textures.Length;*

* StopCoroutine(“Play”);*
* }*

IEnumerator Play(float delay)
{

yield return new WaitForSeconds(delay);

* if(frameCounter < textures.Length-1)*
* {*

* ++frameCounter;*
* }*

StopCoroutine(“Play”);
* }*
}

You can add an else statement where you increment the frame counter:

IEnumerator Play(float delay)  
 {  
     yield return new WaitForSeconds(delay);  
     
     if(frameCounter < textures.Length-1)
     {
     
         ++frameCounter;
     }
     else
     {
         Application.LoadLevel("Your Scene");
     }
   
     StopCoroutine("Play"); 
}