private IEnumerator FadeSceneInCoroutine() { //Fade the GUI elements in a staggered fashion. backgroundFader.Fade(); yield return(new WaitForSeconds(backgroundFader.fadeTime)); textFader.Fade(); yield return(new WaitForSeconds(textFader.fadeTime)); }
IEnumerator ToMainMenuFade() { yield return(new WaitForSecondsRealtime(fadeDelay)); toMainMenuFader.onFadeFinished += FadeToMainMenuFinished; toMainMenuFader.Fade(); }
/// <summary> /// A new genre has been selected. Switch characters. /// </summary> private void SwitchCharacters() { GameObject character = null; switch (m_CurrentGenre) { case Genre.Shooter: character = m_ShooterCharacter; break; case Genre.Adventure: character = m_AdventureCharacter; break; case Genre.RPG: character = m_RPGCharacter; break; case Genre.Platformer: character = m_PlatformerCharacter; break; case Genre.Pseudo3D: character = m_Pseudo3DCharacter; break; case Genre.TopDown: character = m_TopDownCharacter; break; case Genre.PointClick: character = m_PointClickCharacter; break; } character.SetActive(true); // Toggle the scheduler enable state by disabling and enabling it. var scheduler = GameObject.FindObjectOfType <Scheduler>(); scheduler.enabled = false; scheduler.enabled = true; m_ImageFader.Fade(); // Cache the character components. m_Character = character; m_CharacterController = character.GetComponent <RigidbodyCharacterController>(); m_CharacterInventory = character.GetComponent <Inventory>(); m_CharacterAnimatorMonitor = character.GetComponent <AnimatorMonitor>(); m_CameraController.Character = character; m_CameraController.Anchor = character.transform; m_CameraController.DeathAnchor = character.GetComponent <Animator>().GetBoneTransform(HumanBodyBones.Head); m_CameraController.FadeTransform = character.GetComponent <Animator>().GetBoneTransform(HumanBodyBones.Chest); }
IEnumerator BackgroundFade() { yield return(new WaitForSecondsRealtime(fadeDelay)); backgroundFader.Fade(); }