Example #1
0
    internal IEnumerator StartSecondPhase()
    {
        firstPhase = false;
        state      = State.Changing;
        anim.SetTrigger("Stopping");
        StartCoroutine(SimulateJump(false, 90, 0, 60, 2.25f));
        yield return(new WaitForSeconds(1f));

        List <Transform> crystalsBroken = new List <Transform>();

        foreach (Transform crystal in crystals)
        {
            crystalsBroken.Add(Instantiate(crystalBroken, crystal.position, Quaternion.identity));
            Destroy(crystal.gameObject);
            // Rigidbody c = crystal.gameObject.GetComponent<Rigidbody>();
            // c.isKinematic = false;
            // c.AddForce(new Vector3(Random.Range(-1000, 1000f), -50, Random.Range(-1000, 1000f)));
        }
        yield return(new WaitForSeconds(3));

        // foreach (Transform crystal in crystals)
        //     crystal.gameObject.SetActive(false);

        fade.FadeIn(false);
        yield return(new WaitForSeconds(2.7f));

        foreach (Transform crystal in crystalsBroken)
        {
            int r = Random.Range(0, 5);
            if (r != 3)
            {
                crystal.gameObject.SetActive(false);
            }
        }
        defaultTerrain.gameObject.SetActive(false);
        northTerrain.gameObject.SetActive(true);
        southTerrain.gameObject.SetActive(true);
        northTerrain.position = new Vector3(northTerrain.position.x, 26, northTerrain.position.z);
        player.position       = new Vector3(-50, 1.5f, 0);
        // transform.position = new Vector3(-131, 1.94f, transform.position.z);
        transform.position = new Vector3(tailPoint2.position.x - 20, tailPoint2.position.y + 26, tailPoint2.position.z);
        transform.LookAt(player);
        // transform.position += Vector3.up * 26;
        StartCoroutine(playerScript.CameraShaker2(1, .5f, .5f));
        fade.FadeOut();
        foreach (GameObject skull in skulls)
        {
            Destroy(skull);
        }
        yield return(new WaitForSeconds(2));

        StartCoroutine(JumpOver());
    }
 public void MenuStart()
 {
     buttonHandler.SetAllowButton(false);
     fadeController.setFadeDuration(1.0f);
     fadeController.StartCoroutine(fadeController.FadeIn());
     Invoke("EnableMenu", 0.5f);
 }
Example #3
0
 void FadeIn()
 {
     allowButton = false;
     fadeController.setFadeDuration(1.0f);
     fadeController.StartCoroutine(fadeController.FadeIn());
     Invoke("EnableMenu", 0.5f);
 }
Example #4
0
 void OnCollisionEnter(Collision col)
 {
     if (col.gameObject.CompareTag("Player") && playerInputController.numberOfEnemies < 1)
     {
         fadeInOut.FadeIn();
         // playerInputController.SetIdle();
     }
 }
Example #5
0
    public void FadeIn(bool activeState, float time, System.Action action)
    {
        FadeInOut fade = Get <FadeInOut>(UIList.FadeInOut);

        if (fade != null)
        {
            fade.FadeIn(activeState, time, action);
        }
    }
    private IEnumerator Show()
    {
        for (int i = 0; i < renderers.Length; ++i)
        {
            renderers[i].enabled = true;
        }
        fadeComponent.FadeIn(fadeDuration);
        yield return(new WaitForSeconds(fadeDuration));

        activeCoroutine = null;
    }
Example #7
0
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.A))
     {
         StartCoroutine(m_Fade.FadeOut());
     }
     else if (Input.GetKeyDown(KeyCode.D))
     {
         StartCoroutine(m_Fade.FadeIn());
     }
 }
Example #8
0
    private void CheckEnter()
    {
        // Only check enter if the room is the current room.
        if (!selected)
        {
            return;
        }

        if (visited)
        {
            fadeInOut.FadeIn("fast");
        }
        else
        {
            fadeInOut.FadeIn("slow");
        }

        if (OnEnter != null)
        {
            OnEnter();
        }
    }
    private IEnumerator FadeCoroutine(float fadeInDuration, float lifetime, float fadeOutDuration)
    {
        FadeInOut fade = GetComponent <FadeInOut>();

        currentLifeTime = 0f;
        fade.FadeIn(fadeInDuration);
        yield return(new WaitForSeconds(fadeInDuration));

        while (currentLifeTime < lifetime)
        {
            yield return(null);

            currentLifeTime += Time.deltaTime;
        }
        fade.FadeOut(fadeOutDuration);
        yield return(new WaitForSeconds(fadeInDuration));

        Destroy(gameObject);
    }
Example #10
0
 // Use this for initialization
 void Start()
 {
     sceneFader.FadeIn();
 }
Example #11
0
 void DoFadeOut()
 {
     fadeOutObject.SetActive(true);
     fadeOut.FadeIn();
 }
Example #12
0
 public void FadeIn()
 {
     fadeInOut.FadeIn();
 }
Example #13
0
 public void stageStart()
 {
     // - Show Stage #
     fadeController.setFadeDuration(2.0f);
     fadeController.StartCoroutine(fadeController.FadeIn());
 }
    void Start()
    {
        fader = GameObject.FindGameObjectWithTag("Fader").GetComponent <FadeInOut>();

        StartCoroutine(fader.FadeIn());
    }
 public void FadeIn()
 {
     StartCoroutine(fader.FadeIn());
 }
Example #16
0
 public void ChangeSceneLossGame()
 {
     fade.FadeIn("MainMenu");
 }
    void Start()
    {
        fader = GameObject.FindGameObjectWithTag("Fader").GetComponent<FadeInOut>();

        StartCoroutine(fader.FadeIn());
    }
 public void MakeFound()
 {
     isFound = true;
     roomScript.roomReady = true;         // Once this container fades in, we'll need to reactivate the room.
     fadeInOut.FadeIn("slow");
 }