private void Construct(IBuildLoadState _state, [Inject(Id = "Content")] RectTransform _contentRect, [Inject(Id = "LoadButton")] Button _loadButton, [Inject(Id = "CancelButton")] Button _cancelButton, [Inject(Id = "RaceButton")] Button _raceButton, Settings _settings) { m_selected = null; m_state = _state; ((State)m_state).m_enteredState += LoadList; ((State)m_state).m_exitedState += Unload; m_fader = GetComponent <UIFader> (); m_fader.RegisterStateCallbacks((State)m_state); m_contentRect = _contentRect; m_loadButton = _loadButton; m_loadButton.interactable = false; m_loadButton.onClick.AddListener(OnEditPressed); _cancelButton.onClick.AddListener(OnCancelPressed); m_raceButton = _raceButton; m_raceButton.interactable = false; m_raceButton.onClick.AddListener(OnRacePressed); m_settings = _settings; gameObject.SetActive(false); }
private void Construct(IBuildSaveState _state, [Inject(Id = "TextValidateOutput")] Text _validateOutputText, [Inject(Id = "InputName")] InputField _inputNameField, [Inject(Id = "ButtonSaveTrack")] Button _saveButton, [Inject(Id = "ButtonCancel")] Button _cancelButton, [Inject(Id = "ButtonShare")] Button _shareButton, DialogBuilder.Factory _dialogBuilderFactory, IBuildStateMachine _buildSM, UpdateUseCase _useCase) { m_state = _state; m_session = _buildSM; m_useCase = _useCase; m_fader = GetComponent <UIFader> (); m_fader.RegisterStateCallbacks(( State )m_state); m_validateOutputText = _validateOutputText; m_validateOutputText.text = "Please enter a name for the Track"; m_inputNameField = _inputNameField; m_inputNameField.onValueChanged.AddListener(OnValueChanged); m_inputNameField.text = ""; m_saveButton = _saveButton; m_saveButton.onClick.AddListener(OnSaveButtonPressed); m_saveButton.interactable = false; _cancelButton.onClick.AddListener(OnCancelButtonPressed); m_dialogBuilderFactory = _dialogBuilderFactory; _shareButton.onClick.AddListener(OnShareButtonPressed); gameObject.SetActive(false); }
private void StartClick() { UIFader fader = movePanel.GetComponent <UIFader>(); fader.FadeOut(); fader.OnOffRayCast(false); }
private IEnumerator ChaliceAnimation() { CurrentRoom currentRoom = FindObjectOfType <CurrentRoom>(); Vector2 currentRoomPos = currentRoom.GetCurrentRoomCoordinate().GetRoomWorldPosition(); GameObject curtainsGameObject = Instantiate(curtains.gameObject, currentRoomPos, Quaternion.identity); player = FindObjectOfType <Player>(); player.FreezePlayer(); player.transform.position = FindObjectOfType <CurrentRoom>(). GetCurrentRoomCoordinate(). GetRoomWorldPosition(); player.GetComponent <SpriteRenderer>().sortingLayerID = SortingLayer.NameToID("AboveAll"); Animator playerAnimator = player.GetComponent <Animator>(); playerAnimator.SetTrigger("chalice"); // Moves Chalice above player this.transform.position = (Vector2)player.transform.position + new Vector2(0, 1f); this.GetComponent <SpriteRenderer>().sortingLayerID = SortingLayer.NameToID("AboveAll"); whiteFader = GameObject.Find("FaderWhite").GetComponent <UIFader>(); yield return(new WaitForSeconds(.5f)); Coroutine a = StartCoroutine(whiteFader.FadeCanvasGroupDistinct(whiteShineAlpha, shineTime)); yield return(a); yield return(new WaitForSeconds(2f)); Coroutine b = StartCoroutine(curtainsGameObject.GetComponent <Curtains>().CloseCurtains()); }
private void Start() { mainCamera = FindObjectOfType <CameraMovement>(); player = FindObjectOfType <Player>(); currentRoom = FindObjectOfType <CurrentRoom>(); fader = GameObject.Find("FaderBlack").GetComponent <UIFader>(); }
public void Select() { StartCoroutine(UIFader.FadeIn(2)); FlashlightGO.SetActive(true); AnimationComp.Play(DrawAnim); isSelected = true; }
private void Construct(ICalibrateState _state, ARPlaneManager _planeManager, ARPointCloudManager _pointCloudManager, Settings _settings, DialogBuilder.Factory _dialogBuilderFactory) { m_state = _state; m_settings = _settings; m_planeManager = _planeManager; m_pointCloudManager = _pointCloudManager; m_dialogBuilderFactory = _dialogBuilderFactory; UIFader fader = GetComponent <UIFader> (); fader.RegisterStateCallbacks((State)_state); ((State)_state).m_enteredState += Reset; m_planeSatisfaction = new ReactiveProperty <int> (); m_pointSatisfaction = new ReactiveProperty <int> (); m_resetButton.onClick.AddListener(Reset); m_skipButton.onClick.AddListener(OnSkipButtonPressed); gameObject.SetActive(false); }
//Find all of our resources void Reset() { damageImage = GameObject.Find("DamagedFlash").GetComponent <UIFader>(); allText = GameObject.Find("AllText").GetComponent <Text>(); deathAudio = GameObject.Find("DeathAudio").GetComponent <AudioSource>(); }
public override void Reset() { base.Reset(); recticleAnimation = GameObject.Find("Reticule").GetComponent <RecticleAnimation>(); mobileDamageImage = GameObject.Find("DamageImage").GetComponent <UIFader>(); mobileGateHealthBar = GameObject.Find("HealthForegound").GetComponent <Image>(); mobileHtcHealthBar = GameObject.Find("HTCHealthBar").GetComponent <Image>(); }
private void Awake() { happyFace = GameObject.FindGameObjectWithTag("HappyFace"); GameObject.Find("Store").GetComponent <websockets>(); balloonTxt = gameObject.GetComponentInChildren <Text>(); fader = GameObject.FindGameObjectWithTag("Fader").GetComponent <UIFader>(); gameObject.GetComponentInParent <CanvasGroup>().alpha = 0; }
void Update() { FadeImage.color = UIFader.GetUIColor(); if (UIFader.isFaded) { FadeImage.raycastTarget = false; } }
private void AddFaderImageIfNeeded() { if (_fader == null) { gameObject.AddComponent <UIFader>(); _fader = GetComponent <UIFader>(); } }
public void Deselect() { if (FlashlightGO.activeSelf && !isReloading) { StartCoroutine(UIFader.FadeOut(2)); StartCoroutine(DeselectCorountine()); } }
// Start is called before the first frame update void Start() { //New game data levelData = new PlayerData(timeLimitSeconds); //UI Fader uiFader = gameObject.GetComponent <UIFader>(); }
private IEnumerator ShowMenu(UIFader fader, SelectionSlider slider) { yield return(StartCoroutine(fader.InteruptAndFadeIn())); yield return(StartCoroutine(slider.WaitForBarToFill())); yield return(StartCoroutine(fader.InteruptAndFadeOut())); }
private void ShowError(string message) { error.text = message; error.enabled = true; UIFader.CancelCurrent(); UIFader.FadeIn(error, 0.1f); UIFader.FadeOut(error, 3.0f, 1.0f); }
public override IEnumerator Run() { UIFader fader = CanvasManager.instance.Get <UIFader>(UIPanelID.Fader); yield return(fader.EndDay()); ConversationManager.Instance.Variables["guests"] = GameManager.Instance._numGuests.ToString(); ConversationManager.Instance.Variables["party"] = (GameManager.Instance._numGuests >= 104 ? "success" : "fail"); }
// Use this for initialization void Start() { mainMenuParent = GameObject.Find("MainMenuParent").GetComponent <UIFader> (); pauseMenuParent = GameObject.Find("PauseMenuParent").GetComponent <UIFader> (); levelSelectParent = GameObject.Find("LevelSelectParent").GetComponent <UIFader> (); blackOverlay = GameObject.Find("BlackOverlay").GetComponent <UIFader> (); logo = GameObject.Find("TitleLogo").GetComponent <UIFader> (); endgameMenuParent = GameObject.Find("EndgameMenuParent").GetComponent <UIFader> (); }
void Start() { UIFader.SetColor(FadeImage.color); if (startFadeOut) { StartCoroutine(UIFader.FadeOut(FadeSpeed)); } }
/*Metodo para instanciar una clase en unity*/ private void Awake() { atomManager = FindObjectOfType <AtomManager>(); loadTPer = FindObjectOfType <LoadTper>(); UIFader = FindObjectOfType <UIFader>(); // seteo el CanvasGroup (tabla periodica) que voy a ocultar cuando llame al UIFader.FadeInAndOut // UIFader.uiElement = parent.transform.parent.gameObject.GetComponent<CanvasGroup>(); BasicInfoLoader = FindObjectOfType <BasicInfoLoader>(); DetailInfoLoader = FindObjectOfType <DetailInfoLoader>(); }
//Find all of our resources void Reset() { reticule = GameObject.Find("Crosshair").GetComponent <RawImage>(); damageImage = GameObject.Find("Damaged").GetComponent <UIFader>(); gameStatusText = GameObject.Find("GameStatus").GetComponent <Text>(); healthValue = GameObject.Find("HealthValue").GetComponent <Text>(); killsValue = GameObject.Find("KillsValue").GetComponent <Text>(); logText = GameObject.Find("LogText").GetComponent <Text>(); deathAudio = GameObject.Find("DeathAudio").GetComponent <AudioSource>(); }
//Find all of our resources private void Reset() { _reticule = GameObject.Find("Reticule").GetComponent <Image>(); _damageImage = GameObject.Find("DamagedFlash").GetComponent <UIFader>(); _gameStatusText = GameObject.Find("GameStatusText").GetComponent <Text>(); _healthValue = GameObject.Find("HealthValue").GetComponent <Text>(); _killsValue = GameObject.Find("KillsValue").GetComponent <Text>(); _logText = GameObject.Find("LogText").GetComponent <Text>(); _deathAudio = GameObject.Find("DeathAudio").GetComponent <AudioSource>(); }
//Find all of our resources void Reset() { //Super slow code reticule = GameObject.Find("Reticule").GetComponent <Image>(); damageImage = GameObject.Find("DamagedFlash").GetComponent <UIFader>(); gameStatusText = GameObject.Find("GameStatusText").GetComponent <Text>(); healthValue = GameObject.Find("HealthValue").GetComponent <Text>(); killsValue = GameObject.Find("KillsValue").GetComponent <Text>(); logText = GameObject.Find("LogText").GetComponent <Text>(); deathAudio = GameObject.Find("DeathAudio").GetComponent <AudioSource>(); }
private void Construct(IRaceOverState _state) { m_state = _state; // Listen for state events m_fader = GetComponent <UIFader> (); m_fader.RegisterStateCallbacks((State)m_state); // turn off this gameobject in case it is active gameObject.SetActive(false); }
private void Awake() { ws = GameObject.Find("Store").GetComponent <websockets>(); hints.Add("ENDED", "Al momento il tuo assistente è in pausa. \nProva a richiamarlo dicendo: \"Computer avvia Shopper\""); hints.Add("STARTED", "Cosa puoi chiedermi: \n \"Aggiungi borsa al carrello\" \n \"Istruzioni\" \n \"Quanto costa jeans\" "); hints.Add("BOUGHT", "Cosa puoi chiedermi: \n \"Aggiungi borsa al carrello\" \n \"Istruzioni\" \n \"Quanto costa jeans\" "); hints.Add("CANBUY", "Cosa puoi chiedermi: \n \"Aggiungi borsa al carrello\" \n \"Istruzioni\" \n \"Quanto costa jeans\" \n \"Acquista\" "); gameObject.GetComponent <Text>().text = hints["ENDED"]; fader = GameObject.FindGameObjectWithTag("Fader").GetComponent <UIFader>(); gameObject.GetComponentInParent <CanvasGroup>().alpha = 0; }
//Find all of our resources void Reset() { reticule = GameObject.Find("Reticule").GetComponent <Image>(); damageImage = GameObject.Find("DamagedFlash").GetComponent <UIFader>(); allText = GameObject.Find("AllText").GetComponent <Text>(); //gameStatusText = GameObject.Find("GameStatusText").GetComponent<Text>(); // healthValue = GameObject.Find("HealthValue").GetComponent<Text>(); //killsValue = GameObject.Find("KillsValue").GetComponent<Text>(); //logText = GameObject.Find("LogText").GetComponent<Text>(); deathAudio = GameObject.Find("DeathAudio").GetComponent <AudioSource>(); }
/// <summary> /// Creates and initializes shared UI objects. /// </summary> private void InitializeSharedUI() { if (m_uiFader == null) { m_uiFader = CreateSharedUIFromPrefab<UIFader>(UI_FADER_PREFAB_PATH); m_uiFader.transform.parent = this.transform; } if (!m_uiFader.IsInitialized) { m_uiFader.Initialize(); } }
private IEnumerator ShowMenu(UIFader fader, VRTrackerTag tag) { yield return(StartCoroutine(fader.InteruptAndFadeIn())); yield return(StartCoroutine(tag.WaitForAssignation())); if (tag.IDisAssigned) { transform.GetComponent <AudioSource> ().Play(); } yield return(StartCoroutine(fader.InteruptAndFadeOut())); }
private void Construct(IBuildEditorState _state, [Inject(Id = "TrackParent")] ISplineManager _splineMgr, [Inject(Id = "TrackParent")] StreetView _streetView, DialogBuilder.Factory _dialogBuilderFactory) { m_state = _state; m_fader = GetComponent <UIFader> (); m_fader.RegisterStateCallbacks(( State )m_state); gameObject.SetActive(false); m_streetView = _streetView; m_dialogBuilderFactory = _dialogBuilderFactory; }
private IEnumerator ShowMenu(UIFader fader, VRTrackerAssociation prefab) { yield return(StartCoroutine(fader.InteruptAndFadeIn())); prefab.WaitForAssignation(); yield return(StartCoroutine(VRTrackerTagAssociation.instance.WaitForAssignation())); if (prefab.isIDAssigned) { transform.GetComponent <AudioSource> ().Play(); } yield return(StartCoroutine(fader.InteruptAndFadeOut())); }
private void TryInitialize() { if (IsInitialized) return; IsInitialized = true; Fader = GetComponent<UIFader>(); IsVisible = !VisibleOnStart; if(VisibleOnStart) Show(); else Hide(); }
// Use this for initialization void Start() { uiFader = this.GetComponent<UIFader>(); uiFader.Fade(0, 0, EasingFunctions.TYPE.Out); }
void Start() { THUDImageFader = THUDImage.GetComponent<UIFader>(); THUDTitleFader = THUDTitle.GetComponent<UIFader>(); THUDDescriptionFader = THUDDescription.GetComponent<UIFader>(); }
/// <summary> /// Initialize private variables. /// </summary> void Awake() { m_puzzle = ""; m_uiFader = GetComponent<UIFader>(); src = GetComponent<AudioSource>(); }