FadeIn() public method

public FadeIn ( float time ) : Coroutine
time float
return Coroutine
Example #1
0
 // Update is called once per frame
 void Update()
 {
     if (DisplayedResult = true)
     {
         if (Input.GetKeyDown(KeyCode.H))
         {
             if (ScoreCanvas.activeSelf)
             {
                 ScoreCanvas.SetActive(false);
             }
             else
             {
                 ScoreCanvas.SetActive(true);
             }
         }
         if (Input.GetKeyDown(KeyCode.R))
         {
             audioSource.PlayOneShot(transition);
             fade.FadeIn(0.5f, () =>
             {
                 SceneManager.LoadScene("Main");
             });
         }
         if (Input.GetKeyDown(KeyCode.E))
         {
             audioSource.PlayOneShot(transition);
             fade.FadeIn(0.5f, () =>
             {
                 SceneManager.LoadScene("Title");
             });
         }
     }
 }
Example #2
0
    public void OnClick4()
    {
        if (fade.Gamestates() == Fade.Gamestate.Opning)
        {
            gameMain.GamePlay();
            Imagesposition.SetActive(true);
            fade.FadeIn(true);
            audioSource.PlayOneShot(opendoor);
            //fade.ScneSelect(Fade.Gamestate.GamePlay);
            firstImages = true;

            //if (gameMain.ReturnForGMiniLeft() > 0)
            //{
            //    gameMain.GMiniSubtract();
            //    Debug.Log($"int.miniGameLeft has decreased: {gameMain.ReturnForGMiniLeft().ToString()}");
            //    Debug.Log($"int.rndMiniGame set: {gameMain.ReturnForRndGMini().ToString()}");
            //    if(gameMain.ReturnForRndGMini()==0)
            //        gameMain.MiniGame();
            //}


            button4.gameObject.SetActive(false);
        }
        if (fade.Gamestates() == Fade.Gamestate.GameOver)
        {
            fade.FadeIn(true);
        }
    }
Example #3
0
 public void Restart(GameObject player)
 {
     m_fade.FadeIn(0.3f, () => {
         player.gameObject.transform.position = m_startPoint.gameObject.transform.position;
         m_fade.FadeOut(0.3f);
     });
 }
Example #4
0
 //ボタン処理
 //GameVal.nextscenenameのシーンへと遷移
 public void SceneChange()
 {
     fadeout.FadeIn(1, () =>
     {
         SceneManager.LoadScene("BlackScene", LoadSceneMode.Single);
         Resources.UnloadUnusedAssets();
     });
     Buttons.SetActive(false);
 }
Example #5
0
    IEnumerator ResetScene()
    {
        fade.FadeIn();
        fade.FadeOut();
        yield return(new WaitForSeconds(GameSettings.fadeInTime));

        SceneManager.LoadScene(SceneManager.GetActiveScene().name);
        InstantiateInventory();
    }
 public void RoomCreateButtonPush()
 {
     scene_fade.FadeIn(1f);
     StartCoroutine(ButtonPushMethod(1f, () =>
     {
         Debug.Log("Create Button Push !!");
         Application.LoadLevel("RoomCreateScene");
     }));
 }
Example #7
0
 public void FadeOuts()
 {
     baka = false;
     Debug.Log(baka);
     fade.FadeIn(5, () =>
     {
         testdayo();
     });
 }
Example #8
0
    IEnumerator BackToMenu()
    {
        _Fade.FadeIn();
        yield return(new WaitUntil(() => _Fade.isFadeCompleted));

        SceneManager.LoadScene(0);
        yield return(new WaitForSeconds(0.4f));

        _Fade.FadeOut();
    }
Example #9
0
 //ゲーム画面に遷移
 public void OnChangeScene_Game()
 {
     aAudioSource.PlayOneShot(aSE01);
     stRecentlyScene = SceneManager.GetActiveScene().name;
     //トランジションを掛けてシーン遷移する
     fade.FadeIn(1f, () =>
     {
         SceneManager.LoadScene("GameScene");
     });
 }
Example #10
0
 //ボタン処理
 //GameVal.nextscenenameのシーンへと遷移
 public void SceneChange(string scenename)
 {
     gobjAllMenu.GetComponent <StageSelectMenuAlpha>().FadeOut();
     GameVal.nextscenename = scenename;
     fadeout.FadeIn(1, () =>
     {
         SceneManager.LoadScene(GameVal.nextscenename, LoadSceneMode.Single);
         Resources.UnloadUnusedAssets();
     });
 }
Example #11
0
 //ボタン処理
 //GameVal.nextscenenameのシーンへと遷移
 public void SceneChange()
 {
     newgamebutton.interactable  = false;
     loadgamebutton.interactable = false;
     newGameSetting.PushButton();
     fadeout.FadeIn(fadeintime, () =>
     {
         SceneManager.LoadScene("BlackScene", LoadSceneMode.Single);
         Resources.UnloadUnusedAssets();
     });
 }
Example #12
0
    IEnumerator ChangeTimer()
    {
        fader.FadeIn();
        yield return(new WaitForSeconds(2));

        switchLights = false;
        lightToTurnOFF.SetActive(false);
        ChangeMode();
        fader.FadeOut();
        StartCoroutine(StartEnd());
    }
Example #13
0
    IEnumerator RestartFadeInCoroutine()
    {
        fadeCanvas.SetActive(true);
        fI.maskTexture = tex_S;
        fade.FadeIn(fadeTime);

        // フェード時間中の時間を止める
        yield return(new WaitForSeconds(transitionTime));

        StageUI sUI = GameObject.Find("UIDirector").GetComponent <StageUI>();

        sUI.Restart_SceneChange();
    }
Example #14
0
 public void LoadLevelMarker()
 {
     if (levelMarker != null)
     {
         levelMarker.FadeIn();
     }
 }
Example #15
0
 public void Onclick()
 {
     fade.FadeIn(0.5f, () =>
     {
         SceneManager.LoadScene(scene);
     });
 }
Example #16
0
 // Use this for initialization
 void Start()
 {
     fade.FadeIn(1f, () =>
     {
         fade.FadeOut(1);
     });
 }
Example #17
0
 public void EndingScreen()
 {
     blackScreen = GameObject.Find("BlackScreen").GetComponent <Fade>();
     blackScreen.FadeIn();
     counter = 5;
     EndingState();
 }
Example #18
0
    // Update is called once per frame
    void Update()
    {
        switch (state)
        {
        case STATE.STAFFROLL:
            if (gobjStaffroll.GetComponent <RectTransform>().position.y >= sizeY + 768)
            {
                bgmAudioSource.Stop();
                gobjStaffroll.transform.GetComponent <RectTransform>().position = new Vector3(0, sizeY + 768, 0);
                fadeout.FadeIn(1, () =>
                {
                    SceneManager.LoadScene("WelcomeToStageSelect", LoadSceneMode.Single);
                    Resources.UnloadUnusedAssets();
                });
                state = STATE.WAIT;
            }
            else
            {
                gobjStaffroll.GetComponent <RectTransform>().position += new Vector3(0, sizeY / time * Time.deltaTime, 0);
            }
            break;

        case STATE.WAIT:

            break;
        }
    }
Example #19
0
 private void ShowLevelsSceneWithFade(string bundleId, string imageIdToCenter, string imageIdToComplete)
 {
     Fade.FadeIn(null, true, () =>
     {
         Pix.Game.GetInstance().ShowLevelsScene(bundleId, imageIdToCenter, imageIdToComplete);
     });
 }
Example #20
0
    // Update is called once per frame
    void Update()
    {
        if (!fadeflag)
        {
            fade.FadeIn(fadeintime, () => {
                //スクリーンショットを取る
                StartCoroutine(LoadScreenshot());
            });
            fadeflag = true;
        }
        else
        {
            gobjBackGroundImage.SetActive(true);
        }

        if (gobjBackGroundImage.activeSelf)
        {
            switch (state)
            {
            case EXTRAMENUSTATE.MENU:

                break;

            case EXTRAMENUSTATE.SAVE:
                Main_Save();
                break;

            case EXTRAMENUSTATE.LOAD:
                Main_Load();
                break;
            }
        }
    }
Example #21
0
 public void UnpauseGame()
 {
     isPaused = false;
     pauseMenu.SetActive(false);
     fade.FadeIn(1);
     Time.timeScale = 1;
 }
Example #22
0
    public void FadeIn()
    {
        Debug.Log("Start fade in.");

        m_FaderObjectInstance.SetActive(true);
        Fade.FadeIn();
    }
Example #23
0
    void Update()
    {
        if (isInput)
        {
            return;
        }
        if (!isFade)
        {
            Fade.FadeOut();
            isFade = true;
        }
        if (Input.GetKey(KeyCode.JoystickButton0) || Input.GetKey(KeyCode.JoystickButton1))
        {
            FindObjectOfType <AudioManager>().StopSound("Bear");
            FindObjectOfType <AudioManager>().StopSound("Penguin");
            FindObjectOfType <AudioManager>().StopSound("End");

            FindObjectOfType <AudioManager>().PlaySound("Clear", 0);

            FindObjectOfType <AudioManager>().PlaySound("Main", 0);
            FindObjectOfType <AudioManager>().PlaySound("Sea", 0);

            Fade.FadeIn("Title");
            isInput = true;
        }
    }
Example #24
0
 private void StartLevelWithFade(string bundleId, string imageId, bool isInProgress)
 {
     Fade.FadeIn(null, true, () =>
     {
         Pix.Game.GetInstance().StartLevel(bundleId, imageId, isInProgress);
     });
 }
Example #25
0
 public void FadeInRestartMenu()
 {
     mainMenu.SetActive(true);
     KeyInputController.instance.onInteractBttnPressed += RestartGame;
     mainMenuFade.FadeIn();
     menuPanelFade.FadeIn();
 }
    void Initialize()
    {
        isPreUpdatePassed = false; //一秒
        isGameStartPassed = false; //一秒
        isGameSetPassed   = false; //一秒
        isGameEndPassed   = false; //一秒
        gameStepTime      = 0.0f;
        //接続されているコントローラーからプレイヤーを生成する
        //Lutが必要
        //Test
        foreach (var pl in ModeSetting.player_data)
        {
            players.Add(Instantiate((GameObject)Resources.Load("Player"), respawnParamaters[pl.player_number + 1].pos, Quaternion.AngleAxis(respawnParamaters[pl.player_number + 1].rotation, Vector3.forward)));

            players[players.Count - 1].GetComponent <PlayerController>().Initialized();
            players[players.Count - 1].GetComponent <PlayerController>().SetPlayerNO(pl.player_number + 1);
            players[players.Count - 1].GetComponent <PlayerController>().SetRespownParamater(respawnParamaters[pl.player_number + 1].pos, respawnParamaters[pl.player_number + 1].rotation);
            players[players.Count - 1].GetComponent <PlayerController>().SetUpdaterToWait();
            players[players.Count - 1].GetComponent <PlayerController>().playerStock = 3 + (uint)ModeSetting.GetRemaining();
            players[players.Count - 1].GetComponent <SpriteRenderer>().sprite        = this.characterTextures[(int)pl.color];

            playerCanvasController.CreatPlayerCanvas(players[players.Count - 1].GetComponent <PlayerController>());
        }


        maxPlayer   = (uint)players.Count;
        deadCount   = 0;
        gameUpdater = GameUpdateFadeIn;
        fade.FadeIn(maxFadeUpdateTime, () =>
        {
            gameUpdater = GameUpdatePreUpdate;
            readyCatin  = Instantiate((GameObject)Resources.Load("ReadyCatin"), playerCanvasController.transform);
        });
    }
Example #27
0
    private IEnumerator SceneCbangeGameOver()
    {
        yield return(new WaitForSeconds(1.0f));

        Fade.FadeIn(SceneManager.GetActiveScene().name, 0.5f);
        isChange = true;
    }
Example #28
0
 private void DoFadeInSceneLoad(string sceneName)
 {
     fade.FadeIn(fadeTime, () =>
     {
         _zenjectSceneLoader.LoadScene(sceneName);
     });
 }
Example #29
0
    // Update is called once per frame
    void Update()
    {
        keyState = GamePad.GetState(m_padNum, false);
        if ((Input.GetKeyDown(KeyCode.Space) || GamePad.GetButtonDown(GamePad.Button.Start, GamePad.Index.Any)) && score.GetScore() <= 0)
        {
            nextSceneFlag = true;
            Fade.FadeIn();
        }

        if (nextSceneFlag)
        {
            timer++;
        }


        if (timer > (Fade.TIME * 60) + 10)
        {
            if (round.GetNowround() < 2)
            {
                round.SaveScore(round.GetNowround());
                SceneManager.LoadScene(m_sceneName);
            }
            else
            {
                round.SaveScore(round.GetNowround());
                SceneManager.LoadScene("TitleScene");
            }
        }
    }
Example #30
0
    //戦闘にはいる
    public void EncountSign()
    {
        //暗転する
        if (fadeFlag == 0)
        {
            playerController.moveFlag = 0;
            fade.FadeIn(1);
            fadeFlag = 1;
        }

        //暗転からふっきして戦闘の画面になる→登場的なテキストを出すカメラONまで。戦闘の画面への遷移はBattleProgressでやる
        if (fadeFlag == 1 && BlackOutElapsed(blackOutTimeElapsed))
        {
            fade.FadeOut(1);
            //戦闘の画面にするために・・・
            radarCam.enabled       = false; //ミニマップ表示用のカメラをオフ
            playerCamera.enabled   = false; //プレイヤーの主観カメラをオフ
            mainGameCanvas.enabled = false; //移動用のボタンとか矢印とかを表示しているCanvasを非表示

            enemyNameCam.enabled = true;    //エンカウントのフェード演出後に「登場!」的な文字を表示

            battleCam.enabled = false;      //バトル時の画面は登場的な文字のあとにしたいのでカメラおふっとく。
            fadeFlag          = 2;
        }
    }
Example #31
0
	void Start() {
		currentScene = Object.Instantiate (scenePrefabs[0]);
		metricController = GetComponent<MetricController>();
		totalTimeSpentDrinkingCoffee = 0.0f;
		Debug.Log (currentScene.ToString ());
		fader = c.GetComponent<Fade> ();
		IsGameOver = false;
		fader.FadeIn ();
	}