void Start() { Camera.main.GetComponent <Camera>().backgroundColor = Color.white; bountiveLogo = Instantiate(bountiveLogoPrefab); bountiveLogo.gameObject.AddComponent <ScaleTransitionScript>(); bountiveLogo.gameObject.AddComponent <FadeCoroutine>(); bountiveLogo.transform.SetParent(canvas.transform); bountiveLogo.transform.localPosition = new Vector3(0.0f, 0.0f, canvas.transform.localPosition.z); scaleScript = bountiveLogo.GetComponent <ScaleTransitionScript>(); scaleScript.startingScale = startingScale; scaleScript.endingScale = endingScale; scaleScript.timeToTransition = timeToTransition; bountiveFadeScript = bountiveLogo.GetComponent <FadeCoroutine>(); bountiveFadeScript.startingAlpha = 1.0f; bountiveFadeScript.endingAlpha = 0.0f; bountiveFadeScript.timeToTransition = 1.0f; bountiveFadeScript.imageColor = new Vector4(1.0f, 1.0f, 1.0f, bountiveFadeScript.startingAlpha); bountiveFadeScript.isUIImage = true; bountiveFadeScript.destoryAfterTransition = true; introBlackFadeTransitionObj = Instantiate(blackFadePrefab); introBlackFadeTransitionObj.AddComponent <FadeCoroutine>(); introBlackFadeScript = introBlackFadeTransitionObj.GetComponent <FadeCoroutine>(); Util.resizeObjectToScreen(introBlackFadeTransitionObj); introBlackFadeScript.startingAlpha = 1.0f; introBlackFadeScript.endingAlpha = 0.0f; introBlackFadeScript.timeToTransition = 1.5f; introBlackFadeScript.imageColor = new Vector4(0.0f, 0.0f, 0.0f, introBlackFadeScript.startingAlpha); introBlackFadeScript.isSprite = true; introBlackFadeScript.destoryAfterTransition = true; outroBlackFadeTransitionObj = Instantiate(blackFadePrefab); outroBlackFadeTransitionObj.GetComponent <SpriteRenderer>().color = new Vector4( outroBlackFadeTransitionObj.GetComponent <SpriteRenderer>().color.r, outroBlackFadeTransitionObj.GetComponent <SpriteRenderer>().color.g, outroBlackFadeTransitionObj.GetComponent <SpriteRenderer>().color.b, 0.0f ); outroBlackFadeTransitionObj.AddComponent <FadeCoroutine>(); outroBlackFadeScript = outroBlackFadeTransitionObj.GetComponent <FadeCoroutine>(); Util.resizeObjectToScreen(outroBlackFadeTransitionObj); outroBlackFadeScript.startingAlpha = 0.0f; outroBlackFadeScript.endingAlpha = 1.0f; outroBlackFadeScript.timeToTransition = 0.5f; outroBlackFadeScript.imageColor = new Vector4(0.0f, 0.0f, 0.0f, outroBlackFadeScript.startingAlpha); outroBlackFadeScript.isSprite = true; outroBlackFadeScript.destoryAfterTransition = false; startFinished = true; StartCoroutine(introBlackFadeScript.fade()); StartCoroutine(updateSplashScene()); }
//private ParallaxManagerScript parallaxManagerScript; void Start() { depthTextObj.AddComponent <FadeCoroutine>(); depthTextObjFadeScript = depthTextObj.GetComponent <FadeCoroutine>(); depthTextObjFadeScript.startingAlpha = 0.0f; depthTextObjFadeScript.endingAlpha = 1.0f; depthTextObjFadeScript.timeToTransition = GameManagerScript.UI_FADE_TIME; depthTextObjFadeScript.imageColor = depthTextObjFadeScript.GetComponent <Text>().color; depthTextObjFadeScript.isText = true; StartCoroutine(depthTextObjFadeScript.fade()); if (GameManagerScript.getGameManagerScript() == null) { Instantiate(gameManagerPrefab, new Vector3(), Quaternion.identity); GameManagerScript.getGameManagerScript().startGame(); } //parallaxManagerScript = GameManagerScript.getGameManagerScript().GetComponent<ParallaxManagerScript>(); GameManagerScript.getGameManagerScript().getHeightManager().getMovementScript().velocity = diveVelocity; //StartCoroutine(updatePlayScene()); }
void Start() { tapToPlayTextObj.SetActive(false); parallaxScript = GetComponent <OpeningParallaxScript>(); parallaxScript.startAnimation(); titleTextObj.AddComponent <FadeCoroutine>(); titleTransitionScript = titleTextObj.GetComponent <FadeCoroutine>(); titleTransitionScript.startingAlpha = 1.0f; titleTransitionScript.endingAlpha = 0.0f; titleTransitionScript.timeToTransition = GameManagerScript.UI_FADE_TIME; titleTransitionScript.imageColor = titleTransitionScript.GetComponent <Text>().color; titleTransitionScript.isText = true; tapToPlayTextObj.AddComponent <FadeCoroutine>(); tapToPlayTransitionScript = tapToPlayTextObj.GetComponent <FadeCoroutine>(); tapToPlayTransitionScript.endingAlpha = 0.0f; tapToPlayTransitionScript.timeToTransition = GameManagerScript.UI_FADE_TIME; tapToPlayTransitionScript.imageColor = tapToPlayTextObj.GetComponent <Text>().color; tapToPlayTransitionScript.isText = true; tapToPlayTransitionScript.destoryAfterTransition = true; StartCoroutine(updateHomeScene()); }