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Bueiro.cs
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Bueiro.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Bueiro : MonoBehaviour
{
private GameObject player;
public GameObject controlMenu;
#region Bueiro
public enum FadeEstado
{
zero,
FadeIn,
FadeOut,
Trocar,
Nada
}
public FadeEstado estado = FadeEstado.zero;
public Text texto;
//variaveis para o fade
private float tempo_Do_Fade = 10;
private float fade;
private float tempo;
private float cor;
public Image branco;
#endregion
void Start()
{
//texto.gameObject.SetActive (false);
fade = (255 * 0.1f) / (tempo_Do_Fade / 2);
if (estado == FadeEstado.FadeOut)
{
cor = 255;
}
}
void Update()
{
if (estado == FadeEstado.FadeIn)
{
FadeIn();
}
else if (estado == FadeEstado.FadeOut)
{
FadeOut();
}
else if (estado == FadeEstado.Trocar)
{
controlMenu.GetComponent<TelaDeLoad>().ChangeScene("cena02");
estado = FadeEstado.Nada;
player.GetComponent<Collider>().GetComponent<Move>().terceira = false;
}
}
void OnTriggerEnter(Collider hit)
{
if (hit.CompareTag("Player"))
{
player = hit.gameObject;
texto.gameObject.SetActive(true);
}
}
void OnTriggerStay(Collider hit)
{
if (hit.CompareTag("Player") && Input.GetKeyDown(KeyCode.E))
{
player = hit.gameObject;
branco.gameObject.SetActive(true);
estado = FadeEstado.FadeIn;
tempo = Time.time + 0.1f;
texto.gameObject.SetActive(false);
}
}
void OnTriggerExit(Collider hit)
{
if (hit.CompareTag("Player"))
{
player = hit.gameObject;
texto.gameObject.SetActive(false);
}
}
void FadeIn()
{
tempo = Time.time + 0.1f;
cor += fade;
branco.color = new Color32(0, 0, 0, (byte)cor);
if (cor >= 255)
{
estado = FadeEstado.Trocar;
}
}
void FadeOut()
{
tempo = Time.time + 0.1f;
cor -= fade;
branco.color = new Color32(0, 0, 0, (byte)cor);
if (cor <= 0)
{
estado = FadeEstado.zero;
}
}
}