Example #1
0
    public void Load(string sceneName, Action cb = null)
    {
        if (string.IsNullOrEmpty(sceneName))
        {
            return;
        }
        if (IsLoading)
        {
            return;
        }
        if (CurrentScene.name == sceneName)
        {
            return;
        }

        _sceneToLoad = sceneName;

        Debug.Log("load scene: " + _sceneToLoad);

        IsLoading = true;

        _loadCallback    = cb;
        _loadingProgress = 0f;

        visible      = true;
        IsSceneReady = false;
        SetProgress(0f);

        StartCoroutine(_loadingScreen.FadeTo(0f, 1f, 0.2f));
        StartCoroutine(_loadingScreenRtf.LocalScaleTo(0f, 1f));
        StartCoroutine(LoadAsync());
        StartCoroutine(AnimatingProgressBar());
    }
Example #2
0
        override public IEnumerator Select()
        {
            yield return(new WaitForSeconds(0.2f));

            yield return(StartCoroutine(_selectorGroup.FadeTo(0f, 1f, 0.3f)));

            _openendTime = Time.time;
            _selectorGroup.interactable   = true;
            _selectorGroup.blocksRaycasts = true;

            selector.gameObject.SetActive(true);

            while (SelectedKind == null && ElapsedTime < _limitTime)
            {
                yield return(new WaitForSeconds(0.1f));
            }

            _selectorGroup.interactable   = false;
            _selectorGroup.blocksRaycasts = false;

            if (SelectedKind == null)
            {
                SelectedKind = Random.Range(0, 3) + 1;
            }
            yield break;
        }
Example #3
0
 private void Start()
 {
     if (In)
     {
         CanvasGroup.alpha = 1f;
         CanvasGroup.FadeTo(0f, Duration, EasingTypes.Linear);
     }
 }
Example #4
0
    /// <summary>
    /// UIGroup 컴포넌트의 alpha 를 fade
    /// </summary>
    public static IEnumerator FadeTo(this CanvasGroup self,
                                     float toA, float duration = 0.2f, Action cb = null)
    {
        float fromA = self.alpha;

        yield return(self.FadeTo(fromA, toA, duration, cb));
    }
Example #5
0
 public void SetStatus(bool status, bool overrideCheck = false)
 {
     if (!overrideCheck && status == Active)
     {
         return;
     }
     Active = status;
     _canvasgroup.interactable   = status;
     _canvasgroup.blocksRaycasts = status;
     _canvasgroup.FadeTo(status ? 1 : 0, 0.5f, EasingTypes.SinusoidalInOut, true);
 }
Example #6
0
        public void OpenMenu()
        {
            if (_animating != null)
            {
                return;
            }
            bool inGame  = Game.GameActive;
            var  bgColor = Color.black;

            bgColor.a                 = inGame ? 155 : 255;
            _background.color         = bgColor;
            _animating                = _canvasGroup.FadeTo(1, _transitionLength * 0.5f, EasingTypes.SinusoidalOut, true, Tween.TweenRepeat.Once, () => _animating = null);
            _canvasGroup.interactable = _canvasGroup.blocksRaycasts = true;
            Game.PauseAndUnlockCursor("UIMainMenu");
            LoadMainMenu(0);
            EventSystem.current.SetSelectedGameObject(_layoutGroups[IndexMain].transform.GetChild(1).gameObject);
            if (!inGame && _menuMusic != null)
            {
                TimeManager.StartUnscaled(FadeMusic(true, 0.5f));
            }
        }
Example #7
0
 public Coroutine fade(float target, float length, EasingTypes fadingEasing, System.Action onComplete = null)
 {
     if (!initialized)
     {
         initialize();
     }
     return(cgroup.FadeTo(Mathf.Clamp01(target), length, easing, true, Tween.TweenRepeat.Once, () => {
         blockingCheck();
         if (onComplete != null)
         {
             onComplete();
         }
     }));
 }
Example #8
0
 public void SetStatus(bool status)
 {
     if (status == Active || _animate != null)
     {
         return;
     }
     if (status)
     {
         Game.CursorUnlock("Map");
     }
     else
     {
         Game.RemoveCursorUnlock("Map");
     }
     //if (!status && RiftsMap.CanChangeCurrent) {
     //    RiftsMap.SetCanChange(false);
     //}
     Active   = status;
     _animate = _canvas.FadeTo(status ? 1 : 0, _fadeLength, EasingTypes.SinusoidalInOut, true, Tween.TweenRepeat.Once, () => _animate = null);
     SetCamStatus(status);
 }
Example #9
0
    // This animates the menu to the Open state
    private IEnumerator ScaleIn()
    {
        // Set our initial state
        m_Root.gameObject.SetActive(true);

        m_Root.SetAnchorPos(0, Axis.XY);
        m_Root.SetScale(m_StartingScale, Axis.XY);
        m_Root.SetRotation(0, Axis.Z);

        m_RootGroup.alpha        = 0;
        m_RootGroup.interactable = false;

        // Perform the animation
        yield return(Routine.Combine(
                         m_Root.ScaleTo(1, m_ScaleUpSettings, Axis.XY), // Scale to 1
                         m_RootGroup.FadeTo(1, m_ScaleUpSettings.Time)  // Fade in
                         ));

        // Allow the user to interact
        m_RootGroup.interactable = true;
        m_ButtonSpinAnimation.Replace(this, ButtonCallToAction());
    }
Example #10
0
 public void FadeIn()
 {
     TimeManager.PauseFor(_loadPause, true, () => { _canvasGroup.FadeTo(0, _fadeTime, EasingTypes.SinusoidalInOut, true); });
 }
Example #11
0
 private void animate(Action OnFinished, float alphatarget)
 {
     cgroup.FadeTo(alphatarget, length, easing, unscaled, Tween.TweenRepeat.Once, OnFinished);
 }