public void GetInput() { string input = iF.text; int number; iF.text = ""; if (Int32.TryParse(input, out number) && int.Parse(input) == 104) { // Debug.Log (DateTime.Now + " " + DateTime.); Q1.gameObject.SetActive(false); BlackFadeQ.gameObject.SetActive(false); BlackFade.gameObject.SetActive(true); Success.gameObject.SetActive(true); Badge1.gameObject.SetActive(true); } else { Debug.Log("FAILURE"); BlackFade.gameObject.SetActive(true); Fail.gameObject.SetActive(true); } BlackFade.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(false); Success.gameObject.SetActive(false); Fail.gameObject.SetActive(false); } }); }
public void GetInput() { string input = iF.text; iF.text = ""; if (input == "Eagle CAD" || input == "Eagle Cad" || input == "Eagle cad" || input == "eagle cad") { SQ3.gameObject.SetActive(false); BlackFadeQ.gameObject.SetActive(false); BlackFade.gameObject.SetActive(true); Success.gameObject.SetActive(true); Badge6.gameObject.SetActive(true); } else { Debug.Log("FAILURE"); BlackFade.gameObject.SetActive(true); Fail.gameObject.SetActive(true); } BlackFade.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(false); Success.gameObject.SetActive(false); Fail.gameObject.SetActive(false); } }); }
public void GetInput() { string input = iF.text; iF.text = ""; if (input == "Random Number" || input == "Garbage" || input == "Unknown value" || input == "Random number" || input == "Unknown value" || input == "Unknown") { Code2.gameObject.SetActive(false); BlackFadeQ.gameObject.SetActive(false); BlackFade.gameObject.SetActive(true); Success.gameObject.SetActive(true); Badge3.gameObject.SetActive(true); } else { Debug.Log("FAILURE"); BlackFade.gameObject.SetActive(true); Fail.gameObject.SetActive(true); } BlackFade.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(false); Success.gameObject.SetActive(false); Fail.gameObject.SetActive(false); } }); }
public void GetInput() { string input = iF.text; iF.text = ""; if (input == "IC" || input == "Integrated circuit" || input == "Integrated Circuit" || input == "integrated circuit" || input == "Piste") { Ic.gameObject.SetActive(false); BlackFadeQ.gameObject.SetActive(false); BlackFade.gameObject.SetActive(true); Success.gameObject.SetActive(true); Badge2.gameObject.SetActive(true); ID.gameObject.SetActive(false); } else { Debug.Log("FAILURE"); BlackFade.gameObject.SetActive(true); Fail.gameObject.SetActive(true); } BlackFade.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(false); Success.gameObject.SetActive(false); Fail.gameObject.SetActive(false); } }); }
public void GetInput() { string input = iF.text; iF.text = ""; if (input == "Big mac" || input == "Big Mac" || input == "big mac" || input == "big Mac" || input == "A big mac" || input == "A Big Mac") { RQ3.gameObject.SetActive(false); BlackFadeQ.gameObject.SetActive(false); BlackFade.gameObject.SetActive(true); Success.gameObject.SetActive(true); Badge5.gameObject.SetActive(true); } else { Debug.Log("FAILURE"); BlackFade.gameObject.SetActive(true); Fail.gameObject.SetActive(true); } BlackFade.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(false); Success.gameObject.SetActive(false); Fail.gameObject.SetActive(false); } }); }
public void GetInput() { string input = iF.text; iF.text = ""; input = input.ToLower(); Answer = Answer.ToLower(); if (input == Answer || input == Answer) { Q2.gameObject.SetActive(false); BlackFadeQ.gameObject.SetActive(false); BlackFade.gameObject.SetActive(true); Success.gameObject.SetActive(true); Badge1.gameObject.SetActive(true); } else { Debug.Log("FAILURE"); BlackFade.gameObject.SetActive(true); Fail.gameObject.SetActive(true); } BlackFade.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(false); Success.gameObject.SetActive(false); Fail.gameObject.SetActive(false); } }); }
public void GetInput() { string input = iF.text; iF.text = ""; if (input == "Power Supply" || input == "Power supply" || input == "power supply") { Ram.gameObject.SetActive(false); BlackFadeQ.gameObject.SetActive(false); BlackFade.gameObject.SetActive(true); Success.gameObject.SetActive(true); Badge2.gameObject.SetActive(true); ID.gameObject.SetActive(false); } else { Debug.Log("FAILURE"); BlackFade.gameObject.SetActive(true); Fail.gameObject.SetActive(true); } BlackFade.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(false); Success.gameObject.SetActive(false); Fail.gameObject.SetActive(false); } }); }
public void GetInput() { string input = iF.text; iF.text = ""; if (input == "CPEParty2017") { Code4.gameObject.SetActive(false); BlackFadeQ.gameObject.SetActive(false); BlackFade.gameObject.SetActive(true); Success.gameObject.SetActive(true); Badge3.gameObject.SetActive(true); } else { Debug.Log("FAILURE"); BlackFade.gameObject.SetActive(true); Fail.gameObject.SetActive(true); } BlackFade.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(false); Success.gameObject.SetActive(false); Fail.gameObject.SetActive(false); } }); }
public void GetInput() { string input = iF.text; iF.text = ""; string input2 = input.ToLower(); //changes made\\ if (input2 == "matlab") //changes made { QnA4.gameObject.SetActive(false); BlackFadeQ.gameObject.SetActive(false); BlackFade.gameObject.SetActive(true); Success.gameObject.SetActive(true); Badge5.gameObject.SetActive(true); } else { Debug.Log("FAILURE"); BlackFade.gameObject.SetActive(true); Fail.gameObject.SetActive(true); } BlackFade.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(false); Success.gameObject.SetActive(false); Fail.gameObject.SetActive(false); } }); }
public static void Update() { WhiteFlash.Update(); RewindEffect.Update(); BlackFade.Update(); Heart.Update(GameWorld.GetPlayers()[0]); Coin.Update(GameWorld.GetPlayers()[0]); }
public static BlackFade GetCamera() { BlackFade bf = Camera.main.GetComponent <BlackFade>(); if (bf == null) { bf = Camera.main.gameObject.AddComponent <BlackFade>(); } return(bf); }
IEnumerator loadingStage() { BlackFade blackScreen = GameObject.Find("MenuCanvas").GetComponentInChildren <BlackFade>(); while (blackScreen.fadingOut == true) { yield return(new WaitForSeconds(1)); } canMove = true; canAct = true; }
void Awake() { if (instance != null && instance != this) { Destroy(gameObject); } else { instance = this; } animator = GetComponent <Animator>(); fadeTime = animator.GetCurrentAnimatorStateInfo(0).length; }
public void StartGame (int index) { Serialization.lastTime = Time.realtimeSinceStartup; if (Tasks.levels.IndexOf(Tasks.currentLevel) != index) { Tasks.game = new Game(index.ToString()); activeScene = levels[index].scene; } else if (isOffline) activeScene = levels[index].scene; if (!string.IsNullOrEmpty(activeScene)) BlackFade.LoadScene(activeScene); }
public static void Draw(SpriteBatch spriteBatch) { WhiteFlash.Draw(spriteBatch); RewindEffect.Draw(spriteBatch); ColoredCorners.Draw(spriteBatch); if (TMBAW_Game.CurrentGameMode == GameMode.Play && !StoryTracker.InCutscene) { Heart.Draw(spriteBatch); Coin.Draw(spriteBatch); } DarkBackground.Draw(spriteBatch); BlackFade.Draw(spriteBatch); BlackBars.Draw(spriteBatch); }
// Update is called once per frame void Update() { Okay.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { Okay.gameObject.SetActive(false); BlackFade.gameObject.SetActive(true); Question.gameObject.SetActive(true); Canvas.gameObject.SetActive(false); } }); BlackFade.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(false); Question.gameObject.SetActive(false); } }); }
public void Show (RectTransform target) { if (target == levelsGrid && toSelect) SceneManager.LoadScene(SceneManager.GetActiveScene().name); if (!pages.Contains(target)) pages.Add(target); else return; // Go to Character Creation if this is the first load if (target == levelsGrid) { SaveData sd = SaveData.ReadGameSave(); if (sd == null || (sd != null && sd.character == null)) { BlackFade.LoadScene("CharacterCreation"); return; } } target.gameObject.SetActive(true); main.gameObject.SetActive(false); }
public void SaveAll() { string toScene = MainMenu.activeScene; // Return to Main Menu if this is the first load SaveData sd = SaveData.ReadGameSave(); if (sd == null || (sd != null && sd.character == null)) { toScene = "MainMenu"; MainMenu.toSelect = true; } SaveData.WriteCharacterSave(); #if UNITY_EDITOR if (string.IsNullOrEmpty(toScene)) { toScene = "MainMenu"; Debug.LogWarning("Character Customization scene should not be entered directly from editor - this will cause errors."); } #endif BlackFade.LoadScene(toScene); //FindObjectOfType<SwitchScene>().ChangeScene(toScene); }
IEnumerator FadeProcess(float time) { BlackFade bf = GetCamera(); EventSystem eventSystem = EventSystem.current; Canvas[] canvases = new Canvas[0]; RenderMode[] modes = new RenderMode[0]; if (newScene) { if (eventSystem != null) { eventSystem.enabled = false; } canvases = GameObject.FindObjectsOfType <Canvas>(); for (int i = 0; i < canvases.Length; i++) { canvases[i].renderMode = RenderMode.ScreenSpaceCamera; canvases[i].worldCamera = Camera.main; } } while (bf.intensity < 1f) { yield return(null); bf.intensity += Time.deltaTime / time; } bf.intensity = 1.0f; foreach (Action item in fadeActions) { item.Invoke(); } hasRun = true; if (newScene) { yield return(null); hasReset = true; if (eventSystem == null) { eventSystem = EventSystem.current; } if (eventSystem != null) { eventSystem.enabled = false; } bf = GetCamera(); bf.intensity = 1.0f; canvases = GameObject.FindObjectsOfType <Canvas>(); modes = new RenderMode[canvases.Length]; for (int i = 0; i < canvases.Length; i++) { modes[i] = canvases[i].renderMode; canvases[i].renderMode = RenderMode.ScreenSpaceCamera; canvases[i].worldCamera = Camera.main; } } while (bf.intensity > 0f) { yield return(null); bf.intensity -= Time.deltaTime / time; } bf.intensity = 0f; if (newScene) { if (eventSystem != null) { eventSystem.enabled = true; } for (int i = 0; i < canvases.Length; i++) { canvases[i].renderMode = modes[i]; } } Destroy(gameObject); }
public static void FadeToBlack() { BlackFade.FadeOut(); }
// Update is called once per frame void Update() { Okay.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFadeU.gameObject.SetActive(true); Confirm.gameObject.SetActive(true); Yes.gameObject.SetActive(true); No.gameObject.SetActive(true); } }); Yes.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFadeU.gameObject.SetActive(false); BlackFade.gameObject.SetActive(true); Success.gameObject.SetActive(true); Confirm.gameObject.SetActive(false); Yes.gameObject.SetActive(false); No.gameObject.SetActive(false); B1.gameObject.SetActive(false); B2.gameObject.SetActive(false); B3.gameObject.SetActive(false); B4.gameObject.SetActive(false); B5.gameObject.SetActive(false); B6.gameObject.SetActive(false); I1.gameObject.SetActive(false); I2.gameObject.SetActive(false); I3.gameObject.SetActive(false); S1.gameObject.SetActive(false); S2.gameObject.SetActive(false); S3.gameObject.SetActive(false); PlayerPrefs.DeleteKey("Badge1"); PlayerPrefs.DeleteKey("Badge2"); PlayerPrefs.DeleteKey("Badge3"); PlayerPrefs.DeleteKey("Badge4"); PlayerPrefs.DeleteKey("Badge5"); PlayerPrefs.DeleteKey("Badge6"); PlayerPrefs.DeleteKey("ID1"); PlayerPrefs.DeleteKey("ID2"); PlayerPrefs.DeleteKey("ID3"); PlayerPrefs.DeleteKey("Secret1"); PlayerPrefs.DeleteKey("Secret2"); PlayerPrefs.DeleteKey("Secret3"); } }); No.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFadeU.gameObject.SetActive(false); BlackFade.gameObject.SetActive(false); Confirm.gameObject.SetActive(false); Yes.gameObject.SetActive(false); No.gameObject.SetActive(false); } }); BlackFade.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFadeU.gameObject.SetActive(false); BlackFade.gameObject.SetActive(false); Success.gameObject.SetActive(false); } }); }
// Start is called before the first frame update void Start() { blackFade = FindObjectOfType <BlackFade>(); mCam = FindObjectOfType <OldCameraFollow>().transform; }
public static void FadeIn() { BlackFade.FadeIn(); }
private void Awake() { instance = this; fadeOutDone = false; }
void Awake() { loadingScreen = transform.GetChild(0).gameObject; blackFade = GetComponentInChildren <BlackFade>(); DontDestroyOnLoad(this); }
public void Exit() { SaveData.WriteGameSave(); //UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenu"); BlackFade.LoadScene("MainMenu"); }
public void OnClick() { SaveData.WriteGameSave(); //UnityEngine.SceneManagement.SceneManager.LoadScene("CharacterCreation"); BlackFade.LoadScene("CharacterCreation"); }
void Awake() { m_fadeType = FadeEnum.FE_DONE; m_fadeAction = new BlackFade(); }
void Awake() { Time.timeScale = 1; // Cuz we gods we gotta remember dat time yo blackFade = GetComponent<BlackFade>(); images = Resources.LoadAll(imagesFolder, typeof(Texture2D)); }