FadeOut() public method

public FadeOut ( float newFadeTime ) : void
newFadeTime float
return void
Example #1
0
        void CheckToOpenDoor()
        {
            if ((variableStorage.GetValue("$open_door").AsBool == true) && (thisCharacter == Characters.MartinDoor))
            {
                gameObject.SetActive(false);
                roomShade.FadeOut();
            }
            else if ((variableStorage.GetValue("$open_door").AsBool == false) && (thisCharacter == Characters.MartinDoor))
            {
                roomShade.FadeIn();
            }

            if ((variableStorage.GetValue("$open_door").AsBool == true) && (thisCharacter == Characters.WilliamsDoor))
            {
                print("Door Disabled Williams");
                roomShade.FadeOut();
                gameObject.GetComponent <SpriteRenderer>().enabled = false;
                gameObject.GetComponent <BoxCollider2D>().enabled  = false;
                //talkToNode = null;
                gameObject.transform.GetChild(0).gameObject.SetActive(false);
            }
            if ((variableStorage.GetValue("$open_door").AsBool == false) && (thisCharacter == Characters.WilliamsDoor))
            {
                gameObject.GetComponent <SpriteRenderer>().enabled = true;
                gameObject.GetComponent <BoxCollider2D>().enabled  = true;
                roomShade.FadeIn();
            }
        }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        if (Camera.main == null)
        {
            return;
        }

        float distToCam = (transform.position - Camera.main.transform.position).magnitude;

        if (distToCam < threshhold)
        {
            if (fader != null && !faded)
            {
                fader.FadeOut();
            }
            faded = true;
        }
        else
        {
            if (faded)
            {
                fader.FadeIn();
                faded = false;
            }
        }
    }
Example #3
0
    IEnumerator FadeOut()
    {
        yield return(new WaitForSeconds(delay));

        fader.FadeOut(fadeOutTime);
        Destroy(this.gameObject, fadeOutTime);
    }
Example #4
0
 void OnTriggerEnter(Collider other)
 {
     if (other.GetComponent <PlayerCharacterController>() != null && ++heroCount > 0)
     {
         fade.FadeOut();
     }
 }
Example #5
0
 public void fadeGhostsOut()
 {
     fade = gameObject.GetComponent<FadeObjectInOut> ();
     megaCache = gameObject.GetComponent<MegaCacheOBJ> ();
     megaCache.animate = false;
     fade.FadeOut ();
 }
Example #6
0
    void Update()
    {
        transform.Translate(Direction * Time.deltaTime);

        if (player == null)
        {
            print("NO PLAYER ARGH!");
            return;
        }

        if (GetComponent <GazeAwareComponent>().HasGaze&& !player.freeze)
        {
            Direction = Vector3.zero;
            StartCoroutine(laser(laser_time));
        }

        time -= Time.deltaTime;
        if (time <= 0.5f)
        {
            fader.FadeOut(0.5f);
            parts.enableEmission = false;
        }
        if (time <= 0f)
        {
            Destroy(this.gameObject);
        }
    }
Example #7
0
    public void StateChange(bool currentState)
    {
        if (currentState != dayTime)
        {
            if (dayTime == true)
            {
                if (flower_elevator != null)
                {
                    foreach (GameObject flower in flower_elevator)
                    {
                        if (flower.GetComponent <ChangeToDay>() != null)
                        {
                            Destroy(flower.GetComponent <ChangeToDay>());
                        }
                        if (flower.GetComponent <ChangeToNight>() == null)
                        {
                            flower.AddComponent <ChangeToNight>();
                        }
                    }
                }

                //flower.Change();
                dayTime = false;
                fday.FadeOut(0.8f);
                night.SetActive(true);
                cameraNight.SetActive(true);
                SetAllCollidersStatus(day, false);
                dayBGM.Stop();
                nightBGM.Play();
            }
            else
            {
                foreach (GameObject flower in flower_elevator)
                {
                    if (flower.GetComponent <ChangeToNight>() != null)
                    {
                        Destroy(flower.GetComponent <ChangeToNight>());
                    }
                    if (flower.GetComponent <ChangeToDay>() == null)
                    {
                        flower.AddComponent <ChangeToDay>();
                    }
                }

                //System.Threading.Thread.Sleep(2000);

                //flower.Change();
                dayTime = true;
                fday.FadeIn(0.6f);
                night.SetActive(false);
                cameraNight.SetActive(false);
                SetAllCollidersStatus(day, true);
                dayBGM.Play();
                nightBGM.Stop();
            }
        }
    }
Example #8
0
    public void HideToolTip()
    {
        tooltipText.text = "";

        if (tooltipFader.visible == true)
        {
            tooltipFader.FadeOut(1f);
        }
    }
 public void deactivateMarkers()
 {
     for (int i=1; i<locationPoints.Length; i++) {
         GameObject marker = locationPoints [i].gameObject;
         fade = marker.GetComponent<FadeObjectInOut> ();
         fade.FadeOut ();
         coll = marker.GetComponent<MeshCollider> ();
         coll.enabled = false;
     }
 }
Example #10
0
    public void fadeOutAndDestroy()
    {
        destroying = true;
        PubSub.publish("TargetPOI(" + targetPos.Id + "):Remove", GetComponent <InformationHuman>());
        FadeObjectInOut fadeObject = GetComponent <FadeObjectInOut>();

        fadeObject.DoneMessage = "destroy";
        removeAllVehiclesInVision();
        fadeObject.FadeOut(0.5f);
    }
Example #11
0
    // Update is called once per frame
    void Update()
    {
        Quaternion tempRot = transform.rotation;

        transform.rotation = baseRot;
        transform.Translate(Direction * Time.deltaTime);
        transform.rotation = tempRot;
        transform.Rotate(0, 0, rotateSpeed * Time.deltaTime);

        time -= Time.deltaTime;
        if (time <= 0.5f)
        {
            fader.FadeOut(0.5f);
            parts.enableEmission = false;
        }
        if (time <= 0f)
        {
            Destroy(this.gameObject);
        }
    }
 // Use this for initialization
 void Start()
 {
     //find all location markers
     locationMarkers = GameObject.Find ("LocationMarkers");
     locationPoints=locationMarkers.GetComponentsInChildren<Transform> ();
     //For each location marker disable the renderer and collider
     for (int i=0; i<locationPoints.Length; i++) {
         if (locationPoints[i].gameObject.name!="LocationMarkers"){//Don't add these to the parent
             locationPoints[i].gameObject.AddComponent<FadeObjectInOut>();
             fade = locationPoints[i].gameObject.GetComponent<FadeObjectInOut>();
             fade.FadeOut(0.01f);
             coll = locationPoints[i].gameObject.GetComponent<MeshCollider>();
             coll.enabled=false;
             locationPoints[i].gameObject.tag="lp"+i;
         }
     }
     GameObject firstMarker = GameObject.FindGameObjectWithTag ("lp1");
     fade = firstMarker.GetComponent<FadeObjectInOut> ();
     fade.FadeIn ();
     coll = firstMarker.GetComponent<MeshCollider> ();
     coll.enabled = true;
 }