private void Update() { if (Input.GetKeyDown(KeyCode.B)) // returns to Main Menu scene { _fadeEffect.FadeOut(); FadeMusicToMainMenuScene(); } }
public void FadeOutToGameScene() // Fades out and loads a new game at the default difficulty level (Rookie) // or to whichever difficulty level was set in the options scene. // (Player lost all lives and Game Over) { _gameOverText.text = null; _gameManager.StopMusic(2.0f); _fadeEffect.FadeOut(); StartCoroutine(LoadMainGame()); }
private void Update() { // Looks for key inputs to set the difficulty level. Default is Rookie. if (Input.GetKeyDown(KeyCode.Alpha1)) { difficultyDropdown.value = 0; // Rookie SetDifficulty(0); } if (Input.GetKeyDown(KeyCode.Alpha2)) { difficultyDropdown.value = 1; // Space Cadet SetDifficulty(1); } if (Input.GetKeyDown(KeyCode.Alpha3)) { difficultyDropdown.value = 2; // Space Captain SetDifficulty(2); } if (Input.GetKeyDown(KeyCode.Alpha4)) { difficultyDropdown.value = 3; // Galaxy Defender SetDifficulty(3); } if (Input.GetKey(KeyCode.Alpha6)) // Music Volume Increase { float musVolInc = 0.2f; float newVol = _gameManager.musicVolume + musVolInc; if (newVol > 0) { _gameManager.musicVolume = 0; } SetMusicVolume(_gameManager.musicVolume + musVolInc); musicSlider.value = _gameManager.musicVolume; } if (Input.GetKey(KeyCode.Alpha5)) // Music Volume Decrease { float musVolDec = -0.2f; float newVol = _gameManager.musicVolume + musVolDec; if (newVol < -20) { _gameManager.musicVolume = -20; } SetMusicVolume(_gameManager.musicVolume + musVolDec); musicSlider.value = _gameManager.musicVolume; } if (Input.GetKeyDown(KeyCode.B)) // returns to Main Menu scene { _fadeEffect.FadeOut(); StartCoroutine(BackToMainMenuDelay()); } }
IEnumerator FightFire() { // Full CG 활성화 objCG.SetActive(true); // 대화1 DialogueManager.Instance().StartDialogue(dialogue1); yield return(new WaitUntil(() => DialogueManager.Instance().canvasObj.activeSelf == false)); // 대화2 objCGJH.GetComponent <Image>().sprite = JH1; DialogueManager.Instance().StartDialogue(dialogue2); yield return(new WaitUntil(() => DialogueManager.Instance().canvasObj.activeSelf == false)); // 대화3 objCGJH.GetComponent <Image>().sprite = JH2; DialogueManager.Instance().StartDialogue(dialogue3); yield return(new WaitUntil(() => DialogueManager.Instance().canvasObj.activeSelf == false)); // 대화4 objCGFire.GetComponent <Image>().sprite = FireCG1; DialogueManager.Instance().StartDialogue(dialogue4); yield return(new WaitUntil(() => DialogueManager.Instance().canvasObj.activeSelf == false)); objFadeEfx.SetActive(true); fadeEfx.FadeOut(); yield return(new WaitForSeconds(5.0f)); SceneManager.LoadScene("Chapter1Start"); yield break; }
private IEnumerator Transition(Scenes scene) { var canTransite = false; var asyncScene = SceneManager.LoadSceneAsync(scene.ToString()); asyncScene.allowSceneActivation = false; _transitionFade.FadeIn(() => canTransite = true); while (!canTransite) { yield return(null); } while (asyncScene.progress < 0.9f) { yield return(null); } asyncScene.allowSceneActivation = true; while (asyncScene.progress < 1f) { yield return(null); } EventSystem.GameController_Pause.Notify(); _transitionFade.FadeOut(() => EventSystem.GameController_Unpause.Notify()); }
IEnumerator goToMainScene(float delayTime) { fadeEffect.FadeOut(1f, 1f); yield return(new WaitForSeconds(delayTime)); SceneManager.LoadSceneAsync("MainScene"); }
public IEnumerator LibraryStartEvent() { // 실내에서 시작. 카메라 반전 cameraSystem.changeViewport(); // 플레이어 이동상태 잠금 characterMover.moveType = CharacterMover.MoveType.LOCK; Character.transform.localScale = new Vector3(-1, 1, 1); characterMover.myAnimator.SetBool("IsWalk", false); characterMover.myAnimator.SetBool("IsSit", true); // 페이드 인 효과 objFadeEfx.SetActive(true); FadeEfx.FadeIn(); // 2초 대기 yield return(new WaitForSeconds(2.0f)); // 수진이 플레이어를 부르는 대화 시작 //LibDialogue.TriggerDialogue(); dialogueManager.StartDialogue(Sujin1); yield return(new WaitUntil(() => dialogueManager.canvasObj.activeSelf == false)); dialogueManager.StartDialogue(JinHyung1); yield return(new WaitUntil(() => dialogueManager.canvasObj.activeSelf == false)); dialogueManager.StartDialogue(Sujin2); yield return(new WaitUntil(() => dialogueManager.canvasObj.activeSelf == false)); dialogueManager.StartDialogue(JinHyung2); yield return(new WaitUntil(() => dialogueManager.canvasObj.activeSelf == false)); // 페이드 아웃 인 FadeEfx.FadeOut(); characterMover.myAnimator.SetBool("IsSit", false); yield return(new WaitForSeconds(1.2f)); FadeEfx.FadeIn(); // 튜토리얼 패널 좌우 활성화 + 설명 다이얼로그 출력 tutorialPanel.OnLeftRight(); // 폰트 색 시스템 메시지 색상으로 변경 dialogueManager.textTalker.color = new Color(0.2f, 0.6f, 1); dialogueManager.textSentence.color = new Color(0.2f, 0.6f, 1); dialogueManager.textSentence.alignment = TextAnchor.UpperCenter; LibDialogue2.TriggerDialogue(); yield return(new WaitUntil(() => dialogueManager.canvasObj.activeSelf == false)); FindObjectOfType <Note>().AddMission("GoToRest"); tutorialPanel.OffLeftRight(); dialogueManager.textTalker.color = new Color(1, 1, 1); dialogueManager.textSentence.color = new Color(1, 1, 1); dialogueManager.textSentence.alignment = TextAnchor.UpperLeft; characterMover.moveType = CharacterMover.MoveType.COMMANDMOVE; yield break; }
// Update is called once per frame void Update() { if (objCamera.transform.position.x >= -8.2f) { objCamera.transform.Translate(Vector3.left * Time.deltaTime * 0.6f); if (objCamera.transform.position.x <= -7.7f && objCamera.transform.position.x >= -8.2f) { if (!isFading) { isFading = true; fadeEfx.FadeOut(); amb.GetComponent <AudioSource>().Stop(); fir.GetComponent <AudioSource>().Stop(); //street.GetComponent<AudioSource>().Stop(); SceneManager.LoadScene("Ch2_SubwayReady"); } } } else if (objCamera.transform.position.x <= -7.7f) { objCamera.transform.Translate(Vector3.right * Time.deltaTime * 0.6f); { if (objCamera.transform.position.x <= -7.7f && objCamera.transform.position.x >= -8f) { if (!isFading) { isFading = true; fadeEfx.FadeOut(); amb.GetComponent <AudioSource>().Stop(); fir.GetComponent <AudioSource>().Stop(); //street.GetComponent<AudioSource>().Stop(); } } } } if (walkTime == true) { High.transform.Translate(Vector3.right * Time.deltaTime * 1.5f); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.I)) { _fadeEffect.FadeIn(); } if (Input.GetKeyDown(KeyCode.F)) { _fadeEffect.FadeOut(); } }
void OnGUI() { if (fade) { FadeEffect.FadeOut(); } if (!fade) { FadeEffect.FadeIn(); } if (mouselook) { MouseLook(); } }
IEnumerator Chapter1StartCutScene() { objFadeEfx.SetActive(true); fadeEfx.FadeIn(); dm.StartDialogue(dialogue1); yield return(new WaitUntil(() => dm.canvasObj.activeSelf == false)); objSiren.SetActive(true); dm.StartDialogue(dialogue2); yield return(new WaitUntil(() => dm.canvasObj.activeSelf == false)); fadeEfx.FadeOut(); yield return(new WaitForSeconds(4.0f)); SceneManager.LoadScene("Chapter1"); yield break; }
private void Update() { if (hasWon) { //Disable movement script player.StopPlayer(); //Timer for wait to win if (timer >= 0) { timer -= Time.deltaTime; } if (timer < 0) { //Change to win screen fade.FadeOut(2); } } }
// ------------------- CORROTINAS ------------------- // private IEnumerator AcionarPorta() { // Efeito fade in efeitoFade.FadeIn(); audioController.PlayEffect(audioController.efeitoPorta, 1f); // Configuracoes // "WaitWhile (delegate)" = Vai esperar ate a condicao informada seja verdadeira yield return(new WaitWhile(() => efeitoFade.BlackImage.color.a < 0.9f)); player.gameObject.SetActive(false); Material material = (estaNoEscuro ? luz2D : padrao2D); player.MudarMaterial(material); player.transform.position = destino.position; player.gameObject.SetActive(true); // Efeito fade out efeitoFade.FadeOut(); }
void Update() { //If health is 0 or less if (player.GetHealth() <= 0) { print("Player is Dead"); //Player is dead !rip player.SetSpeed(0); player.SetJumpForce(0); rb.constraints = RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.None; } if (player.GetLost()) { print("Player is spaced out"); //Player is Spaced Out player.Lost(); rb.constraints = RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.None; } if (timer >= 0) { timer -= Time.deltaTime; } if (timer < 0 && hasLost) { player = null; fader.FadeOut(3); } if (player.GetLost() && timer < 0 || player.GetHealth() <= 0 && timer < 0) { print("Test"); timer = 4; hasLost = true; } }
IEnumerator Swap() { isSwapping = true; if (isYang) // light to dark { sprite.GetComponent <Animator>().runtimeAnimatorController = controllers[0]; sprite.SetActive(false); yangPosition = character.transform.position; black.FadeIn(); yield return(new WaitForSeconds(1)); character.transform.position = yinPosition; black.FadeOut(); yield return(new WaitForSeconds(1)); sprite.SetActive(true); sprite.transform.localScale = new Vector2(3, 3); } else { sprite.GetComponent <Animator>().runtimeAnimatorController = controllers[1]; sprite.SetActive(false); yinPosition = character.transform.position; white.FadeIn(); yield return(new WaitForSeconds(1)); character.transform.position = yangPosition; white.FadeOut(); yield return(new WaitForSeconds(1)); sprite.SetActive(true); sprite.transform.localScale = new Vector2(0.8f, 0.8f); } isSwapping = false; isYang = !isYang; }
private void Update() { if ((Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) && Input.GetKeyDown(KeyCode.Slash)) { FadeToGameInstructionsScene(); } if (Input.GetKeyDown(KeyCode.P)) { FadeOutToGameScene(); } if (Input.GetKeyDown(KeyCode.O)) { _fadeEffect.FadeOut(); StartCoroutine(LoadOptionsDelay()); } if (Input.GetKeyDown(KeyCode.X)) { _fadeEffect.FadeOut(); FadeOutToCredits(); } }
public void EnterSelectLevelMap() { fadeEffect = fader.GetComponent<FadeEffect> (); fadeEffect.FadeOut (); StartCoroutine (WaitForFadeOut()); }
public void FadeOut() // Fades out the Scene to black { _fadeEffect.FadeOut(); }
public void FadeOut(float duration) { StartCoroutine(_fadeEffect.FadeOut(duration)); }
public void Restart(int num) { fadeEffect.FadeOut(num); }
private void Start() { StartCoroutine(SpawnLoop()); _fadeEffect.FadeOut(); }
public void FadeOut() { fadeEffect.FadeOut(); }