protected void Awake() { if(sInstance != null) { Destroy(gameObject); return; } sInstance = this; if (mDungeon == null) { mDungeon = FindObjectOfType<Dungeon>(); } if (mFollowCamera == null) { mFollowCamera = FindObjectOfType<FollowCamera>(); } if(mFader == null) { mFader = FindObjectOfType<Fader>(); } GameObject goalObj = SpawnPrefab(mGoalPrefab); mGoal = goalObj.GetComponent<Goal>(); GameObject playerObj = SpawnPrefab(GlobalData.sSelectedCharacter == SelectedCharacter.Rose ? mPlayerRosePrefab : mPlayerVuPrefab); mPlayer1 = playerObj.GetComponent<PlayerController>(); mFollowCamera.Init(mPlayer1.transform); }
//------------------------------------------------------------------------- // METHOD DEFINITIONS //------------------------------------------------------------------------- void Awake() { // scale and position start and exit button StartButton.SetScale(0.5f); float w = StartButton.GetWidth(); float x = (Screen.width - w - 120); float y = Screen.height/3.0f; StartButton.SetPosition(new Vector2(x, y)); ExitButton.SetScale(0.5f); w = ExitButton.GetWidth(); float h = ExitButton.GetHeight(); x = (Screen.width - w - 120); y += h; ExitButton.SetPosition(new Vector2(x, y)); // set the fader for the buttons buttonFader_ = new Fader(0.0f, 2.0f, 0.5f); backgFader_ = new Fader(0.0f, 5.0f, 5.0f); musicFader_ = new Fader(0.0f, 3.0f, 3.0f); // set buttons unclickable in the beginning StartButton.SetIsClickable(false); ExitButton.SetIsClickable(false); }
//------------------------------------------------------------------------- // CLASS METHOD DEFINITIONS //------------------------------------------------------------------------- void Awake() { // position the again button AgainButton.SetScale(0.25f); ExitButton.SetScale(0.25f); float off = 50; Vector2 pos = new Vector2(); pos.x = Screen.width/2.0f - (AgainButton.GetWidth() + ExitButton.GetWidth() + 50)/2.0f; pos.y = 40.0f; AgainButton.SetPosition(pos); // position the exit button pos.x = Screen.width/2.0f + (ExitButton.GetWidth())/2.0f; pos.y = 40.0f; ExitButton.SetPosition(pos); // set the fading parameters for the beginning fade in of the game // over screen fader_ = new Fader(0.0f, 3.0f, 3.0f); fader_.FadeIn(); // set the initial update state to fade in update_ = fadeIn; }
void Start() { _Fader = (Fader) GameObject.FindObjectOfType(typeof(Fader)); _Maestro = Maestro.DetectLastInstance(); _TransitionManager = TransitionManager.Instance; _Maestro.FadeIn(); }
// Use this for initialization void Start() { _renderer = this.GetComponent<Renderer>(); _fader = this.GetComponent<Fader>(); _fader.SetColor(this.color); _renderer.material.color = color; color.a = 255f; }
// Use this for initialization void Start() { _rigidbody = this.GetComponent<Rigidbody2D>(); _fader = this.GetComponent<Fader>(); _collider = this.GetComponent<Collider2D>(); this._collider.enabled = false; this._originalPosition = this.transform.position; }
//------------------------------------------------------------------------- void Awake() { fader = new Fader(0.0f, 3.0f, 0.0f); AgainButton.SetScale(0.30f); ExitButton.SetScale(0.30f); float x = Screen.width - ExitButton.GetWidth(); AgainButton.SetPosition(new Vector2(x - 405, 655.0f)); ExitButton.SetPosition(new Vector2(x - 100, 655.0f)); }
public void Awake() { if (mFader == null) { mFader = FindObjectOfType<Fader>(); } mFader.FadeIn(); PlayMusic(); }
private void Awake() { GlobalData.sSelectedCharacter = SelectedCharacter.None; UpdateDisplay(); if (mFader == null) { mFader = FindObjectOfType<Fader>(); } mFader.FadeIn(); }
public ColorPicker(Mode mode, Fader fader) { _mode=mode; _fader=fader; InitializeComponent(); UpdateUI(); filter=new ShiftKeyFilter(); filter.ShiftStateChanged+=new EventHandler(filter_ShiftStateChanged); Application.AddMessageFilter(filter); }
void Awake() { if (mInstance == null) { mInstance = this as Fader; Instance.blackTexture = new Texture2D(32, 32, TextureFormat.RGB24, false); Instance.blackTexture.ReadPixels(new Rect(0, 0, 32, 32), 0, 0, false); Instance.blackTexture.SetPixel(0, 0, Color.white); Instance.blackTexture.Apply(); } }
protected void PlayCutscene() { // Fade out and in to indicate time spent. AppearanceGameState.INSTANCE.InCutscene = true; _fader = new Fader(); // Fade to black StartCoroutine( _fader.FadeToBlack( 2, () => StartCoroutine(_fader.FadeInFromBlack(2, () => OnEndCutscene())) // Just fade back in afterwards ) ); }
// Use this for initialization void Awake() { gmRef = GameObject.Find("Game Manager").GetComponent<GameManager>(); fRef = GameObject.Find("Fader").GetComponent<Fader>(); transform.SetParent(GameObject.Find("Canvas").transform); var tr = transform as RectTransform; tr.pivot = new Vector2(0, 0); tr.localScale = new Vector3(1, 1); tr.anchoredPosition3D = new Vector3(30, -70, 0); // Вычисление лимита времени на текующий уровень cur_lvl_limit = 1 + gmRef.level * 3; }
void Awake() { fRef = GameObject.Find("Fader").GetComponent<Fader>(); i1 = GameObject.Find("Intro1").GetComponent<Text>(); i2 = GameObject.Find("Intro2").GetComponent<Text>(); i3 = GameObject.Find("Intro3").GetComponent<Text>(); i4 = GameObject.Find("Intro4").GetComponent<Text>(); outro = GameObject.Find("Outro").GetComponent<Text>(); b1 = GameObject.Find("Bonus1_icon"); b2 = GameObject.Find("Bonus2_icon"); b3 = GameObject.Find("Bonus3_icon"); HideAllBonusesText(); }
void Start () { initialPosition = HandPositionIndicator.localPosition; f = GetComponent<Fader>(); s = GetComponent<ScrollingMenu>(); if (!HandPositionIndicator) { Debug.LogError("No hand position indicator"); } if (!f) { Debug.LogError("No fader"); } if (!s) { Debug.LogError("No menu"); } HandPositionIndicator.gameObject.GetComponent<SetColor>().color = DefaultIndicatorColor; }
// Use this for initialization void Start () { if (!fader) { fader = GetComponent<Fader>(); } if (!fader) { Debug.LogError("Please add a fader to " + gameObject.name); return; } selector = gameObject.AddComponent<ItemSelector>(); selector.numItems = items.Length; selector.scrollRegion = 0.0f; selector.fader = fader; if (SelectOnPush) { if (null == GetComponent<PushDetector>()) { gameObject.AddComponent<PushDetector>(); } } }
void Awake() { if (instance == null) { instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } gameover = GetComponent<GameOverMenu>(); fader = GetComponent<Fader>(); gman = GetComponent<GUIManager>(); pauseScreen = GetComponent<PauseScreen>(); bgmm = GetComponent<BGMManager>(); semm = GetComponent<SEManager>(); GameObject storyController = GameObject.FindGameObjectWithTag(Tags.storyController); if (storyController != null) { storysemm = storyController.GetComponent<SEManager>(); } paused = false; }
public void Awake() { if(mFader == null) { mFader = FindObjectOfType<Fader>(); } if(GlobalData.SaveExists()) { mSaveExistsGroup.SetActive(true); mFirstTimeGroup.SetActive(false); } else { mSaveExistsGroup.SetActive(false); mFirstTimeGroup.SetActive(true); } mFader.FadeIn(); playTitleTheme(); }
public ColorPicker(Mode mode, Fader fader) { _mode = mode; _fader = fader; InitializeComponent(); ForeColor = ThemeColorTable.ForeColor; BackColor = ThemeColorTable.BackgroundColor; ThemeUpdateControls.UpdateControls(this); whiteButton.BackColor = System.Drawing.Color.White; whiteButton.BackgroundImage = null; redButton.BackColor = System.Drawing.Color.Red; redButton.BackgroundImage = null; greenButton.BackColor = System.Drawing.Color.Green; greenButton.BackgroundImage = null; blueButton.BackColor = System.Drawing.Color.Blue; blueButton.BackgroundImage = null; UpdateUI(); filter = new ShiftKeyFilter(); filter.ShiftStateChanged += new EventHandler(filter_ShiftStateChanged); Application.AddMessageFilter(filter); }
//Make faders connection to this object and start fader private void activateFader(Fader.FADE_STATE pState) { if (isLocalPlayer && bIsHuman){ GameObject goFader; //Get the fader if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName ("_Main")) goFader = GameObject.Find ("MainMenu").transform.FindChild ("Fader").gameObject; else goFader = GameObject.Find ("UI").transform.FindChild ("Canvas").FindChild ("Fader").gameObject; if (pState == Fader.FADE_STATE.FadeOut) goFader.SetActive (true); Fader fader = goFader.GetComponent<Fader>();//GameObject.FindGameObjectWithTag ("Fader").GetComponent<Fader> (); fader._NP = this; fader.setFadeState (pState, true); } }
void Awake() { _screenFader = this; _canvasGroup = GetComponent<CanvasGroup> (); }
public void InstantFadeIn() { Fader.Canvas_InstantOpaque(cvsGrp); }
private void Awake() { currentFader = GetComponent<Fader>(); Initialize(); }
public void OutWithMethod() { SetPointer(false); Fader.FadeToBlack((b) => OutMethod(b)); }
void Play() { Fader.FadeTo(SceneEnum.Game, Color.black, 1.5f); }
public void Start() { _fader = (Fader)FindObjectOfType(typeof(Fader)); }
void Start() { fader = new Fader(1.0f, 0.0f, 0.5f); fader.FadeOut(); }
private void Start() { _fader = GetComponent <Fader>(); StartCoroutine(LoadGame()); }
private void Start() { fader = FindObjectOfType <Fader>(); }
/// <summary> /// Triggers the screen to fade in and then invokes the action given /// </summary> /// <param name="transitionTo"></param> /// <returns></returns> IEnumerator FadeScreenAndTransitionTo(Action transitionTo) { yield return(StartCoroutine(Fader.FadeRoutine(0f, 1f, m_fadeOutDelay))); transitionTo?.Invoke(); }
/// <summary> /// Fades the screen in and enables gameplay /// </summary> /// <returns></returns> IEnumerator LoadLevelRoutine() { yield return(StartCoroutine(Fader.FadeRoutine(1f, 0f, m_fadeInDelay))); IsLevelLoaded = true; }
public IEnumerator FadeBack() { yield return(new WaitForSeconds(3)); Fader.FadeToClear((b => SetPointer(true))); }
public PopupView() { m_aeroEnabled = false; Fader = new Fader(this, this); InitializeComponent(); }
public void Start() { Instance = this; State = new FaderInState(this, Duration); //FaderInState is always used, when the scene starts. }
//------------------------------------------------------------------------- // CLASS METHOD DEFINITIONS //------------------------------------------------------------------------- void Awake() { manager = GetComponent<InteractableManager>(); manager.Register(this); updateHandler_ = sceneIntro; // play the cell door sound CellDoorSoundSound.Play(); // play background music but set volume to 0. // also set the fader for the bgm BackgroundMusic.Play(); BackgroundMusic.Loop(true); BackgroundMusic.SetVolume(0.0f); bgmFader_ = new Fader(0.0f, 30.0f, 0.0f); // introBgFader_ = new Fader(1.0f, 0.0f, 5.0f); }
public IObservable <Unit> AnimateOut() { return(Fader.FadeOut().OnCompleteAsObservable()); }
private void Awake() { fader = FindObjectOfType <Fader>(); inVictoryScreen = false; }
private static void SetFader(DependencyObject obj, Fader value) { obj.SetValue(FaderProperty, value); }
public void OnLevelWasLoaded() { DebugMessage("Level was successfully loaded."); _fader = (Fader)FindObjectOfType(typeof(Fader)); }
void Awake() { fader = faderObj.GetComponent <Fader> (); isDead = false; fireCounter = fireRate; }
public void InstantFadeOut() { Fader.Canvas_InstantTransparent(cvsGrp); }
public void PaintTopInGame(ClipState clipState) { if (clipState != ClipState.AfterClip) { return; } var visible = TurnedOn && Hud.Game.Quests.Any(quest => quest.SnoQuest.Type == QuestType.Bounty); if (!Fader.TestVisiblity(visible)) { return; } var w = Hud.Window.Size.Height / 3f * 4f * 0.9f; var h = Hud.Window.Size.Height * 0.7f; var x = (Hud.Window.Size.Width - w) / 2; var y = (Hud.Window.Size.Height - h) / 2; var backgroundTexture = Hud.Texture.GetTexture("BattleNetContextMenu_Title"); var backgroundTextureBottom = Hud.Texture.GetTexture("BattleNetContextMenu_Bottom"); var bountyCompleteTexture = Hud.Texture.GetTexture("WaypointMap_MarkerBountyComplete"); var sizeH = h / 8.0f; var sizeW = w / 5.0f; var bountyCompleteH = bountyCompleteTexture.Height / 1200.0f * Hud.Window.Size.Height; var bountyCompleteW = bountyCompleteTexture.Width / (bountyCompleteTexture.Height / bountyCompleteH); for (var act = 1; act <= 5; act++) { var ax = x + (sizeW * (act - 1)); var ay = y + (Hud.Window.Size.Height * 0.032f); var completedCount = 0; foreach (var bountyType in BountyTypes) { foreach (var quest in Hud.Game.Quests.Where(quest => quest.SnoQuest.Type == QuestType.Bounty)) { if ((quest.SnoQuest.SnoAct == null) || (quest.SnoQuest.SnoAct.Index != act)) { continue; } if (quest.SnoQuest.BountyType != bountyType) { continue; } if (quest.State == QuestState.completed) { completedCount++; } backgroundTexture.Draw(ax, ay, sizeW, sizeH, Opacity); var ty = ay + (sizeH * 0.22f); // var tf = quest.State != QuestState.completed ? (Engine.BountiesToHighlight.Exists(quest.SnoQuest.Sno) ? tfBountyNameHighlighted : tfBountyName) : tfBountyNameCompleted; var tf = quest.State != QuestState.completed ? BountyNameFont : BountyNameCompletedFont; var textLayout = tf.GetTextLayout(quest.SnoQuest.NameLocalized); tf.DrawText(textLayout, ax + ((sizeW - textLayout.Metrics.Width) / 2), ty); switch (quest.State) { case QuestState.none: { textLayout = BountyWaypointAreaFont.GetTextLayout(quest.SnoQuest.BountySnoArea.NameLocalized); BountyWaypointAreaFont.DrawText(textLayout, ax + ((sizeW - textLayout.Metrics.Width) / 2), ay + (sizeH * 0.65f) - textLayout.Metrics.Height); } break; case QuestState.started: { if (quest.StartedOn != null) { var elapsed = quest.StartedOn.ElapsedMilliseconds; var text = ValueToString(elapsed * TimeSpan.TicksPerMillisecond, ValueFormat.LongTime); textLayout = InprogressTimerFont.GetTextLayout(text); InprogressTimerFont.DrawText(textLayout, ax + ((sizeW - textLayout.Metrics.Width) / 2), ay + (sizeH * 0.65f) - textLayout.Metrics.Height); } } break; case QuestState.completed: { long elapsed = 0; if (quest.StartedOn != null) { elapsed = quest.StartedOn.ElapsedMilliseconds; if (quest.CompletedOn != null) { elapsed -= quest.CompletedOn.ElapsedMilliseconds; } } if (elapsed > 0) { var text = ValueToString(elapsed * TimeSpan.TicksPerMillisecond, ValueFormat.LongTime); textLayout = tf.GetTextLayout(text); var tx = ax + ((sizeW - (bountyCompleteW * 0.75f) - textLayout.Metrics.Width) / 2) - (bountyCompleteW * 0.25f); bountyCompleteTexture.Draw(tx, ay + ((sizeH - bountyCompleteH) * 0.7f), bountyCompleteW, bountyCompleteH, Opacity * 0.5f); tf.DrawText(textLayout, tx + (bountyCompleteW * 0.75f), ay + (sizeH * 0.65f) - textLayout.Metrics.Height); } else { var tx = ax + ((sizeW - bountyCompleteW) / 2); bountyCompleteTexture.Draw(tx, ay + ((sizeH - bountyCompleteH) * 0.7f), bountyCompleteW, bountyCompleteH, Opacity * 0.5f); } } break; } ay += sizeH * 0.75f; var bottomSizeH = backgroundTextureBottom.Height / backgroundTextureBottom.Width * sizeW; backgroundTextureBottom.Draw(ax, ay, sizeW, bottomSizeH, Opacity); ay += bottomSizeH / 2; } } var actHeaderTexture = Hud.Texture.GetTexture("WaypointMap_ButtonAct" + act.ToString("D", CultureInfo.InvariantCulture) + (act == Hud.Game.CurrentAct ? "Over" : "Up")); var th = actHeaderTexture.Height / 1200.0f * Hud.Window.Size.Height; var tw = actHeaderTexture.Width / (actHeaderTexture.Height / th); actHeaderTexture.Draw(ax + ((sizeW - tw) / 2), y - (Hud.Window.Size.Height * 0.048f), tw, th, Opacity * (completedCount == 5 ? 0.5f : 1.0f)); if (completedCount == 5) { bountyCompleteTexture.Draw(ax + ((sizeW - bountyCompleteW) / 2), y - (Hud.Window.Size.Height * 0.042f), bountyCompleteW, bountyCompleteH, Opacity); } } }
void ReferenceCoroutines() { fadeToOpaque = Fader.Canvas_FadeToOpaque(cvsGrp, fadeSpeed); fadeToTransparent = Fader.Canvas_FadeToTransparent(cvsGrp, fadeSpeed); }
public static void UpdateVolumes(InAudioBus bus) { Fader fader = bus.Fader; if (fader.Activated) { double currentTime = AudioSettings.dspTime; bus.RuntimeSelfVolume = (float)fader.Lerp(AudioSettings.dspTime); bus.Dirty = true; if (/*bus.RuntimeSelfVolume == fader.EndValue ||*/ currentTime >= fader.EndTime) { fader.Activated = false; } } float parentVolume; if (bus.Parent != null) { var busParent = bus.Parent; parentVolume = busParent.FinalVolume; } else { parentVolume = 1.0f; } if (bus.Parent != null) { bus.Dirty |= bus.Parent.Dirty; } float oldVolume = bus.FinalVolume; bus.FinalVolume = bus.Volume * bus.RuntimeSelfVolume * parentVolume; float duckingVolume = Ducking(bus); bus.FinalVolume += duckingVolume; if (bus.RuntimeMute) { bus.FinalVolume = 0; } if (bus.FinalVolume != oldVolume) { bus.Dirty = true; } bool noListener = false; Vector3 pos = Vector3.zero; if (InAudio.ActiveListener == null) { noListener = true; } else { pos = InAudio.ActiveListener.transform.position; } var players = bus.RuntimePlayers; for (int i = 0; i < players.Count; ++i) { var player = players[i]; if (player != null) { if (!noListener) { player.internalUpdateFalloff(pos); } if (bus.Dirty) { player.UpdateBusVolume(bus.FinalVolume); } } else { players.RemoveAt(i); --i; } } if (bus.Dirty) { for (int i = 0; i < bus.ExternalSources.Count; i++) { bus.ExternalSources[i].UpdateBusVolume(bus.FinalVolume); } } for (int i = 0; i < bus.Children.Count; ++i) { bus.Children[i].Dirty |= bus.Dirty; UpdateVolumes(bus.Children[i]); } bus.Dirty = false; }
public void RpcActivateFader(Fader.FADE_STATE pState) { activateFader (pState); }
private void Awake() { instance = this; anim = GetComponent <Animator>(); }
public void Start() { _fader = (Fader) FindObjectOfType(typeof(Fader)); }
private void Start() { Instance = this; }
void Start() { pushFader = gameObject.AddComponent<Fader>(); pushFader.direction = -Vector3.forward; }
/// <summary> ///Initializes a new FaderOutState object. /// </summary> /// <param name="fader"></param> /// <param name="stateActive"></param> /// <param name="duration"></param> public FaderInState(Fader fader, float duration) { Fader = fader; Setup(duration); }
private void SetupUI(Client client) { var viewportSize = (Vector2)client.Viewport.Size; Vector2 center = viewportSize / 2; center.X -= 200; this.fader = new Fader() { Colour = Colours.Background, Position = Vector2.Zero, Size = viewportSize, ZOrder = 1 }; this.title = new Text() { Colour = Colours.Forground, IsTitle = true, Value = "PONG", Position = new Vector2(center.X, center.Y - 100), Origin = new Vector2(0f, 1f) }; var btnPosition = center; const float btnSpacing = 100f; this.newgame = new TextButton() { Colour = Colours.Forground, HoverColour = Colours.Hover, Text = "New Game", Position = btnPosition, Origin = new Vector2(0f, 0.5f), OnClick = () => { this.fader.FadeOut(() => client.ChangeScene(1, new OfflineHost(this.Application))); this.container.Interactive = false; } }; btnPosition.Y += btnSpacing; this.exit = new TextButton() { Colour = Colours.Forground, HoverColour = Colours.Hover, Text = "Exit", Position = btnPosition, Origin = new Vector2(0f, 0.5f), OnClick = () => { this.fader.FadeOut(client.Close); this.container.Interactive = false; } }; this.container.AddElement(this.fader); this.container.AddElement(this.title); this.container.AddControl(this.newgame); this.container.AddControl(this.exit); }
void Awake() { instance = this; }
void Awake() { fadeScript = GameObject.Find("Fader").GetComponent <Fader>(); // lose = GameObject.Find("LoseScreen").GetComponent<CanvasGroup>(); }
//------------------------------------------------------------------------- // METHOD DEFINITIONS //------------------------------------------------------------------------- void Start() { musicFader_ = new Fader(0.0f, 10.0f, 4.0f); musicFader_.FadeIn(); imseqFader_ = new Fader(1.0f, 0.0f, 4.0f); }
public void Start() { _sceneChange = TransitionManager.Instance; _fader = (Fader)FindObjectOfType(typeof(Fader)); }
public static void Crossfade(Fader fadeIn, Fader fadeOut) { fadeIn.Fade(FadeType.In); fadeOut.Fade(FadeType.Out); }
void Start() { pushFader = gameObject.AddComponent <Fader>(); pushFader.direction = -Vector3.forward; }
private static void HandleIsEnabledChanged(DependencyObject source, DependencyPropertyChangedEventArgs e) { var textBlock = source as TextBlock; if (textBlock == null) { return; } if ((bool)e.OldValue) { var fader = GetFader(textBlock); if (fader != null) { fader.Detach(); SetFader(textBlock, null); } textBlock.Loaded -= HandleTextBlockLoaded; textBlock.Unloaded -= HandleTextBlockUnloaded; } if ((bool)e.NewValue) { textBlock.Loaded += HandleTextBlockLoaded; textBlock.Unloaded += HandleTextBlockUnloaded; var fader = new Fader(textBlock); SetFader(textBlock, fader); fader.Attach(); } }
private void onActive() { fading = GetComponent <Fader>(); fading.FadeIn(); }