public override void Update(GameTime gameTime) { float time = (float)gameTime.ElapsedGameTime.Ticks / 100000; switch (state) { case LogoState.One: if (allTime > 100) { state = LogoState.Two; } break; } EngineLogo(time); for (int particle = 0; particle < particles.Count; particle++) { particles[particle].Update(gameTime); if (particles[particle].Size <= 0 || particles[particle].TTL <= 0) { particles.RemoveAt(particle); particle--; } } }
public override void Initialize() { mCamera = new Camera(); State = LogoState.GA_FadeIn; Visibility = new SteppingProgress(1.5f); IdleTimer = new SteppingProgress(4f); }
void Awake() { logoState = LogoState.WaitFade; #if UNITY_EDITOR timerLength = 0f; #elif UNITY_ANDROID timerLength = 0f; #elif UNITY_IPHONE timerLength = 3.5f; #endif timer = 0; backgroundImage = GameObject.Find("Background").GetComponent<RawImage>(); backgroundColor = backgroundImage.color; //backgroundImage.color = new Color(ba) logoImage = GameObject.Find("Logo").GetComponent<RawImage>(); logoColor = logoImage.color; logoImage.color = new Color(logoColor.r, logoColor.g, logoColor.b, 0f); GameObject.Find("AdColonyAdManager").GetComponent<AdColonyManager>().Initialize(); }
public void PalyLogoTexture(CallbackEnvet logoAllIn, CallbackEnvet logoAllOut) { gameObject.SetActive(true); mBlackTexture.enabled = true; mProcessUI.SetActive(false); e_LogoAllIn = logoAllIn; e_LogoAllOut = logoAllOut; mLogoTexture.mainTexture = Resources.Load("Texture2d/Tex/leibang_intro_logo") as Texture2D; tempTime = 0; // mBlackTexture.enabled =false; mMaskUI.gameObject.SetActive(true); mLogoState = LogoState.LogoIn; }
public override void Update() { switch (State) { case LogoState.GA_FadeIn: Visibility.StepForward(); if (Visibility.Complete) { State = LogoState.GA_Idle; } break; case LogoState.GA_Idle: IdleTimer.StepForward(); IdleTimer.StepForward(); if (IdleTimer.Complete) { IdleTimer.Reset(); State = LogoState.GA_FadeOut; } break; case LogoState.GA_FadeOut: Visibility.StepBackward(); if (Visibility.Progress <= 0f) { State = LogoState.Fables_FadeIn; } break; case LogoState.Fables_FadeIn: Visibility.StepForward(); if (Visibility.Complete) { State = LogoState.Fables_Idle; } break; case LogoState.Fables_Idle: IdleTimer.StepForward(); if (IdleTimer.Complete) { IdleTimer.Reset(); State = LogoState.Fables_FadeOut; } break; case LogoState.Fables_FadeOut: Visibility.StepBackward(); if (Visibility.Progress <= 0f) { SceneManager.Instance.SetCurrentSceneTo("Menu"); } break; } if (InputHelper.Player1.InputJustPressed(InputHelper.mDebug)) { Visibility.Reset(); IdleTimer.Reset(true); SceneManager.Instance.SetCurrentSceneTo("Menu"); } }
void Update() { if (async == null) { LoadAsync(1); } switch (logoState) { //---------------------------------------- case LogoState.WaitFade: timer += Time.deltaTime; if (timer >= timerLength) { timer = 1.5f; timerLength = 1.5f; logoState = LogoState.FadeBackgroundOut; } break; case LogoState.FadeBackgroundOut: timer -= Time.deltaTime; float imgAlpha = (timer / timerLength); if (imgAlpha <= 0) { imgAlpha = 0; } backgroundImage.color = new Color(backgroundColor.r, backgroundColor.g, backgroundColor.b, imgAlpha); if (timer <= 0) { timer = 0; timerLength = .75f; logoState = LogoState.WaitFadeIn; } break; case LogoState.WaitFadeIn: timer += Time.deltaTime; if (timer >= timerLength) { timer = 0; timerLength = .75f; logoState = LogoState.FadeIn; } break; case LogoState.FadeIn: timer += Time.deltaTime; imgAlpha = (timer / timerLength); if (imgAlpha >= 1) { imgAlpha = 1; } logoImage.color = new Color(logoColor.r, logoColor.g, logoColor.b, imgAlpha); if (timer >= timerLength) { timer = 0; timerLength = 1.5f; logoState = LogoState.Hold; } break; case LogoState.Hold: timer += Time.deltaTime; if (async != null) { if (async.progress >= .9f && timer >= timerLength) { timer = .75f; timerLength = .75f; logoState = LogoState.FadeOut; } } break; case LogoState.FadeOut: timer -= Time.deltaTime; imgAlpha = (timer / timerLength); if (imgAlpha <= 0) { imgAlpha = 0; } logoImage.color = new Color(logoColor.r, logoColor.g, logoColor.b, imgAlpha); if (timer <= 0) { async.allowSceneActivation = true; logoState = LogoState.WaitFade; } break; } }
public void EngineLogo(float time) { for (int a = 0; a < 1; a++) { Vector4 color = new Vector4(1f, 1f, (float)random.NextDouble(), 1); float size = (float)TestGame.Width / 1600; Vector2 velocity = Vector2.Zero; float angleVel = 0; float angle = 0; int ttl = 2; float sizeVel = 0; float alphaVel = 0; if (allTime < 100) { size = (float)Math.Pow(allTime / 100, 2) * TestGame.Width / 1600; } Vector2 position = new Vector2(TestGame.Width / 2, TestGame.Height / 5); GenerateNewParticle(particleTexture, position, velocity, angle, angleVel, color, size, ttl, sizeVel, alphaVel, Particle.Type.Effect, BlendState.Additive); } switch (state) { case LogoState.One: allTime += time; break; case LogoState.Two: { state = LogoState.Three; for (int a = 1; a < 6; a++) { float size = (float)TestGame.Width / 1600; Vector2 velocity = Vector2.Zero; float ttl = 500f / time; float sizeVel = time / 300 * a; float alphaVel = time / 300 * (7 - a); Vector4 color = new Vector4(1f, 1f, 1f, 1f); Vector2 position = new Vector2(TestGame.Width / 2, TestGame.Height / 5); GenerateNewParticle(particleTexture, position, velocity, 0, 0, color, size, ttl, sizeVel, alphaVel, Particle.Type.Effect, BlendState.Additive); } allTime += time; break; } case LogoState.Three: { int t = (int)(allTime / 10); allTime += time; if ((int)(allTime / 10) > t) { for (int a = 0; a < 5; a++) { Vector2 velocity = AngleToV2((float)-Math.PI / 2, (float)random.NextDouble() * 9 * time); float size = (float)TestGame.Width / (float)sparkTexture.Width / 100; Vector4 color = new Vector4(1f, 1f, 1f, 1f); float ttl = 50f / time; float sizeVel = 0; float alphaVel = 0; float k = (float)TestGame.Width / 1600 * particleTexture.Width * 0.95f; Vector2 position = new Vector2((float)((TestGame.Width - k) / 2 + random.NextDouble() * k), TestGame.Height * 0.2f); GenerateNewParticle(sparkTexture, position, velocity, 0, 0, color, size, ttl, sizeVel, alphaVel, Particle.Type.Effect, BlendState.Additive); } } break; } } }
public Logo(Texture2D texture, Texture2D sparkTexture) { this.sparkTexture = sparkTexture; this.particleTexture = texture; this.state = LogoState.One; }
// Update is called once per frame void Update() { if (isStarLoad) { tempTime += Time.deltaTime; mLoadSpr.transform.rotation = Quaternion.Euler(0, 0, (int)(tempTime / 0.025f) * -14.4f); } else if (isBeginScence) { // tempTime += Time.deltaTime; mBlackTexture.alpha = Mathf.Clamp01(1 - tempTime / mWaitTime); if (tempTime >= mWaitTime) { isBeginScence = false; mMaskUI.SetActive(false); gameObject.SetActive(false); //lz-2016.06.23 场景加载完成恢复声音 AudioListener.pause = false; if (e_BeginScenceOK != null) { e_BeginScenceOK(); e_BeginScenceOK = null; } } tempTime += Time.deltaTime; } else if (isEndScence) { tempTime += Time.deltaTime; mBlackTexture.alpha = Mathf.Clamp01(tempTime / mWaitTime); if (tempTime >= mWaitTime) { isEndScence = false; if (e_EndScenceOK != null) { e_EndScenceOK(); e_EndScenceOK = null; } } } else { switch (mLogoState) { case LogoState.LogoIn: if (!mMaskUI.gameObject.activeSelf) { mMaskUI.gameObject.SetActive(true); } mBlackTexture.alpha = 1f; mLogoTexture.alpha = tempTime / mLogoFadeTime; tempTime += Time.deltaTime; if (tempTime > mLogoFadeTime) { if (e_LogoAllIn != null) { e_LogoAllIn(); e_LogoAllIn = null; } mLogoState = LogoState.Logo; tempTime = Time.realtimeSinceStartup; } break; case LogoState.Logo: mBlackTexture.alpha = 1f; mLogoTexture.alpha = 1f; if (Time.realtimeSinceStartup - tempTime > mLogoShowTime) { mLogoState = LogoState.LogoOut; tempTime = 0; } break; case LogoState.LogoOut: mBlackTexture.alpha = 1f; mLogoTexture.alpha = 1f - tempTime / mLogoFadeTime; tempTime += Time.deltaTime; if (tempTime > mLogoFadeTime) { if (e_LogoAllOut != null) { e_LogoAllOut(); e_LogoAllOut = null; } mMaskUI.gameObject.SetActive(false); tempTime = 0; mLogoTexture.mainTexture = null; mLogoState = LogoState.Null; } break; default: break; } } }
void Awake() { mInstance = this; mLogoState = LogoState.Null; GameObject.DontDestroyOnLoad(gameObject); }