void PreSceneFadeOutDone() { Debug.Log("pre scene fade is done"); PrepareScene(); PlayNextLine(); if (fadeAtStart) { fadeInOut.FadeIn(fadeInTime); } }
protected override void Act() { transform.rotation = new Quaternion(); transform.position = new Vector3(); instantiatedObject = Instantiate(new GameObject(), new Vector3(), new Quaternion()) as GameObject; instantiatedObject.name = "ActorCameraAnimation_" + name; fadeInFadeOut = instantiatedObject.AddComponent <FadeInFadeOut>(); //cameraToAnimate.cullingMask = cameraCullingMask; //cameraToAnimate.farClipPlane = 500; //cameraToAnimate.depth = cameraDepth; animate = instantiatedObject.AddComponent <Animation>(); var cameraToAnimate = instantiatedObject.AddComponent <LogicCameraFromGameObject>(); animate.AddClip(cameraAnimation, cameraAnimation.name); animate.Play(cameraAnimation.name); animate[cameraAnimation.name].enabled = true; cameraToAnimateHandle = actingInScene.GetPlayerNotifications().AddCameraToStack(cameraToAnimate, "ActorCameraAnimation"); ChildListenerToCameraAnimation(); isActing = true; if (fadeIn) { fadeInFadeOut.FadeIn(fadeDuration); } }
IEnumerator Presentation() { yield return(new WaitForSeconds(2f)); Flash.FadeOut(); yield return(new WaitUntil(() => Flash.HasFinishedFade)); yield return(new WaitForSeconds(2f)); MMAyALogo.FadeOut(); MMayABg.FadeOut(); yield return(new WaitUntil(() => MMAyALogo.HasFinishedFade)); yield return(new WaitForSeconds(2f)); AncestralGods.FadeOut(); yield return(new WaitUntil(() => AncestralGods.HasFinishedFade)); yield return(new WaitForSeconds(3f)); FlashToGame.FadeIn(); yield return(new WaitUntil(() => FlashToGame.HasFinishedFade)); SceneManager.LoadScene("BaseScene"); }
IEnumerator Wait() { yield return(new WaitForSeconds(delayToStart)); if (theGameObject.GetComponent <FadeInFadeOut>() != null) { theGameObject.GetComponent <FadeInFadeOut>().FadeIn(); yield return(new WaitForSeconds(delayToFadeOut)); theGameObject.GetComponent <FadeInFadeOut>().FadeOut(); } else { FadeInFadeOut fd = theGameObject.AddComponent <FadeInFadeOut>(); fd.gameObjectsToFade = new Image[1]; fd.gameObjectsToFade[0] = theGameObject.GetComponent <Image>(); fd.fadeTime = delayToFadeOut; fd.maxAlpha = 1f; fd.FadeIn(); yield return(new WaitForSeconds(delayToFadeOut)); fd.FadeOut(); } }
void OnMouseDown() { //originalLocation = this.transform.position; if (DataHolder.allowInteractions) // && interactionsAllowed) { if (!fadedIn) { fadedIn = true; drawerFade.FadeIn(); } drawerSprite.Display(1); if (onClick.Length != 0 && !hasPlayedClick) { hasPlayedClick = true; int randomClip = UnityEngine.Random.Range(0, onClick.Length); source.clip = onClick[randomClip]; source.Play(); } screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position); offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z)); } }
IEnumerator Reset() { GetComponent <FadeInFadeOut>().FadeIn(); WWW.FadeIn(); yield return(new WaitForSeconds(10f)); ButtonReset.SetActive(true); }
private IEnumerator Flow() { while (true) { TimeToCloseText += Time.deltaTime; if (TimeToCloseText >= 6) { FixedProblemText.SetActive(false); } if (Input.GetKeyDown(KeyCode.F) && FadeInFadeOut.CanGoToWork && !FadeInFadeOut.IsFading && FixedProblem) { TimerController.StopTimer(); CashManager.gameObject.SetActive(false); FixedProblemText.SetActive(false); StartCoroutine(FadeInFadeOut.FadeOut()); MoneyFromWorkText.GetComponent <Text>().text = "You Have Gone And Did Them Worksess, You Got 100$ !!"; yield return(new WaitForSeconds(1f)); MoneyFromWorkText.SetActive(true); yield return(new WaitForSeconds(3f)); MoneyFromWorkText.SetActive(false); yield return(new WaitForSeconds(1f)); TimerController.ResetTime(); CashManager.gameObject.SetActive(true); StartCoroutine(RandomaizeGame()); StartCoroutine(FadeInFadeOut.FadeIn()); CashManager.AddMoney(100); } if (PlayerTarnsform.position.y < -10) { PlayerTarnsform.position = new Vector3(1.62f, 1.16f, 1.834f); } yield return(null); } }
void Start() { fadeinOut = gameObject.AddComponent <FadeInFadeOut>(); fadeinOut.FadeIn(0.5f); ownAnimation = GetComponent <Animation>(); ownAnimation.Play(); if (GetComponent <AudioSource>() != null) { GetComponent <AudioSource>().Play(); } isInitiated = true; }
IEnumerator ShowGoodNews() { GoodNewsBG.FadeIn(); GoodNewsText.FadeIn(); yield return(new WaitUntil(() => GoodNewsText.HasFinishedFade)); yield return(new WaitForSeconds(2f)); GoodNewsBG.FadeOut(); GoodNewsText.FadeOut(); }
IEnumerator FadeInSquence() { yield return(new WaitForSeconds(fadePaddingTimeBefore)); // Fade in Logo (Background is allready visible) logoFader.FadeIn(); // Wait for as long as the Splashscreen should show yield return(new WaitForSeconds(displayTime)); // Fade out Logo StartCoroutine(logoFader.FadeOutOverTime()); // Wait for the Logo to Fade out yield return(new WaitForSeconds(logoFader.fadeOutTime + fadePaddingTimeAfter)); // Fade out Background, and when done destroy this StartCoroutine(backgroundFader.FadeOutAndCallBack(DestroyThisObject)); yield return(null); }
void Update() { if (!isActing) { return; } if (!isFading && animate[cameraAnimation.name].length - animate[cameraAnimation.name].time < fadeDuration) { isFading = true; fadeInFadeOut.FadeOut(fadeDuration); } if (!animate.IsPlaying(cameraAnimation.name) || skip) { OnAnimationDone(); fadeInFadeOut.FadeIn(fadeDuration); } }
public void ApplyFadeIn(int fadeInMs) { Working(true); DynamicVars.projectSettings.fxEditor.fadeSettings.FadeIn = fadeInMs; bool valid = false; fadein = new FadeInFadeOut((int)DynamicVars.wavOps.GetWaveFile.Format.SamplesPerSec, DynamicVars.wavOps.GetWaveFile, fadeInMs, out valid); if (!valid) { MessageBox.Show("Opps! Parece que não é possível aplicar um fade de " + fadeInMs + "ms neste ficheiro", "Fade demasiado longo", MessageBoxButtons.OK, MessageBoxIcon.Asterisk); } else { fadein.FadeIn(); DynamicVars.fxEditor.on_fxChange(); } Working(false); }
IEnumerator PresentationSequence() { //PressKeyToStartButton.SetActive(false); SceneManager.LoadSceneAsync("Present", LoadSceneMode.Additive); yield return(new WaitWhile(() => _waitForTitle)); yield return(new WaitForSeconds(3f)); Title.FadeIn(); yield return(new WaitUntil(() => Title.HasFinishedFade)); PressKeyToContinueText.FadeIn(); //yield return new WaitUntil(()=>PressKeyToContinueText.HasFinishedFade); //PressKeyToStartButton.SetActive(true); }
// Use this for initialization void Start() { InvokeRepeating("CheckLevel", checkTime, checkTime); fader.SetToBlack(); fader.FadeIn(checkTime); }
void Start() { fadeInOut.FadeIn(1f); }