Example #1
0
 protected virtual void OnFadeFinish(FadeEventArgs e)
 {
     if (FadeFinish != null)
     {
         FadeFinish.Invoke(this, e);
     }
 }
Example #2
0
 protected virtual void OnFadeStart(FadeEventArgs e)
 {
     if (FadeStart != null)
     {
         FadeStart.Invoke(this, e);
     }
 }
Example #3
0
 /// Catch finish fading and show logotype in case of fading in.
 void Instance_FadeFinish(object sender, FadeEventArgs e)
 {
     // Show lofo when fade-in finished
     if (e.Direction == FadeDirection.In)
     {
         showLogo = true;
     }
 }
Example #4
0
 private void FadeFinishedInternalHandler(object sender, FadeEventArgs e)
 {
     if (e.FadeUp)
     {
         visible = true;
     }
     else
     {
         visible = false;
     }
 }
    IEnumerator FadeCoroutine(float duration, float targetOpacity, Color color)
    {
        Debug.Log("Fading!");
        // Announce this is happening.
        FadeEventArgs fadeArgs = new FadeEventArgs();

        fadeArgs.targetOpacity = targetOpacity;

        // When this fader gets invisible, the screen is being faded in. When it gets
        // fully-opaque, it's being faded out.
        if (targetOpacity == 0)
        {
            fadeArgs.fadeTarget = FadeStyle.fadeIn;
        }
        else if (targetOpacity == 1)
        {
            fadeArgs.fadeTarget = FadeStyle.fadeOut;
        }

        FadeStarted.Invoke(fadeArgs);

        // Decide how the fading will be done, and apply the color.

        float timer       = 0;
        float baseOpacity = alpha;

        // Do the fading over time.
        while (timer < duration)
        {
            timer += Time.deltaTime;
            alpha  = Mathf.Lerp(baseOpacity, targetOpacity,
                                timer / duration);
            yield return(null);
        }

        alpha = targetOpacity;                                                                                                 // In case the duration is 0.

        // Announce this is done.
        FadeEnded.Invoke(fadeArgs);
        coroutine = null;
    }
Example #6
0
 /// Catch start fading and hide logotype in case of fading out.
 void Instance_FadeStart(object sender, FadeEventArgs e)
 {
     // Hide logo when fadings starts
     showLogo = false;
 }
 void TeleportToScene(FadeEventArgs eventArgs)
 {
     screenFader.FadeEnded.RemoveListener(TeleportToScene);
     Destroy(GameController.S.gameObject);
     SceneManager.LoadScene(sceneName);
 }
Example #8
0
 void window_FadeFinished(object sender, FadeEventArgs e)
 {
     window.Hide();
     NativeMethods.PostMessage(InteropHelper.MainWindow, NativeMethods.CM_SPLASHCLOSE, IntPtr.Zero, IntPtr.Zero);
 }