IEnumerator <WaitCommand> OnEnter() { yield return(CameraTransitions.FadeIn(_data.CameraManager.Rig.ScreenFader, _data.GameClock, _data.FaderSettings).AsWaitCommand()); _data.ActiveNetwork.Shutdown(); OnResume(); }
private IEnumerator <WaitCommand> FadeIn() { yield return (CameraTransitions.FadeIn(_data.GameClock, _data.FaderSettings, lerp => { _data.CameraManager.Rig.ScreenFader.Opacity = lerp; _data.SoundMixer.SetVolume(SoundLayer.Effects, 1f - lerp); }).AsWaitCommand()); }
IEnumerator <WaitCommand> OnEnter() { _data.View.gameObject.SetActive(true); _data.ViewModel.CheckMasterServerHealth(); _data.ViewModel.Refresh(); yield return(CameraTransitions.FadeIn(_data.CameraManager.Rig.ScreenFader, _data.GameClock, _data.FaderSettings).AsWaitCommand()); _onPausePressed = _data.EventSystem.Listen <Events.OnBackPressed>(OnBackPressed); _data.ViewModel.RequestJoin += OnRequestJoin; _data.ViewModel.RequestCancelJoin += OnRequestCancelJoin; }
// When exiting always transition to spawnpoint selection // Allow options menu to be enabled IEnumerator <WaitCommand> OnEnter() { _data.CourseEditor.enabled = true; var currentCameraTransform = _data.CameraManager.Rig.transform.MakeImmutable(); _data.Mount.transform.Set(currentCameraTransform); _data.CameraManager.SwitchMount(_data.Mount); yield return(WaitCommand.WaitRoutine(CameraTransitions.FadeIn(_data.CameraManager.Rig.ScreenFader, _data.Clock, _data.FaderSettings))); _closeListener = _data.CourseEditor.CloseEditor.Subscribe(_ => { Machine.Transition(VoloStateMachine.States.SpawnScreen); }); }
IEnumerator <WaitCommand> OnEnter() { _data.CameraManager.SwitchMount(_data.CameraMount.GetComponent <ICameraMount>()); var spawnpointBillboards = _uiState.To(s => s.SpawnpointUIList).To(s => s.Items).Get(); for (int i = 0; i < _spawnpoints.Count; i++) { var spawnpoint = _spawnpoints[i]; spawnpointBillboards[i].SetActive(spawnpoint.IsDiscovered); } OnResume(); yield return(WaitCommand.WaitRoutine(CameraTransitions.FadeIn(_data.CameraManager.Rig.ScreenFader, _data.MenuClock, _data.FaderSettings))); }
IEnumerator <WaitCommand> OnEnter(SpawnpointLocation spawnpoint) { _data.ChallengeAnnouncerUi.enabled = true; _data.JoystickActivator.enabled = false; _data.ThirdPersonCameraController.enabled = true; // TODO Don't spawn the player this is now the responsisiblity of the wingsuit state //yield return _data.PlayerPilotSpawner.Respawn(spawnpoint).AsWaitCommand(); var environment = new PlayingEnvironment( spawnpoint: spawnpoint, pilot: null, parachuteConfig: _activeParachuteConfig.Get()); _playingStateMachine.Transition(PlayingStates.FlyingWingsuit, environment, Maybe.Just(new RespawnRequest())); yield return(WaitCommand.WaitRoutine(CameraTransitions.FadeIn(_data.CameraManager.Rig.ScreenFader, _data.MenuClock, _data.FaderSettings))); }