void Start()
 {
     if (fadeOutEffect == null)
     {
         fadeOutEffect = GetComponent <FadeOutEffect>();
     }
 }
 private void closeDialog(object sender, TouchEventArgs e)
 {
     FadeOutEffect fadeOutEffect = new FadeOutEffect(
             this, 500, FadeOutEffectInterpolator.Linear);
     fadeOutEffect.Start();
     this.Hide(fadeOutEffect);
 }
 private void closeBusyDialog()
 {
     FadeOutEffect fadeOutEffect = new FadeOutEffect(
     busyDialog, 500, FadeOutEffectInterpolator.Linear);
     fadeOutEffect.Start();
     busyDialog.Hide(fadeOutEffect);
 }
Example #4
0
        protected void closeSubWindow(System.Windows.Controls.Grid grid)
        {
            FadeEffect fade = new FadeOutEffect(timing);

            fade.Start(grid);
            ribbon.IsEnabled      = true;
            GameGrid.IsEnabled    = true;
            ArchiveGrid.IsEnabled = true;
        }
        public SplashScene()
        {
            InitializeWidget();
            _timer = -100.0f;
            //			SplashText.Font = FontManager.Instance.Get( "Bariol", 18 );

            FadeInEffect fadeInEffect = new FadeInEffect( ImageBox_1, 300, new FadeInEffectInterpolator() );
            fadeOutEffect = new FadeOutEffect( ImageBox_1, 300, new FadeOutEffectInterpolator() );

            fadeInEffect.EffectStopped += (sender, e) => { _timer = 1.0f; };
            fadeOutEffect.EffectStopped += (sender, e) => {
                fadeOutEffect = null;
                this.RootWidget.Dispose();
                UISystem.SetScene( new TitleScene() );
            };
            fadeInEffect.Start();
        }
Example #6
0
        private void setInterfaceEnabledness(bool status)
        {
            BlurEffect blur;

            disabled = !status;
            CancelButton.IsEnabled = !status;
            ribbon.IsEnabled       = status;
            GameGrid.IsEnabled     = status;
            ArchiveGrid.IsEnabled  = status;

            System.Windows.Visibility a;
            FadeEffect fade;

            if (status)
            {
                // this is when enabled
                fade = new FadeOutEffect(timing);
                a    = System.Windows.Visibility.Collapsed;
                //                b = System.Windows.Visibility.Visible;
                blur = null;
            }
            else
            {
                fade = new FadeInEffect(timing);
                // this is when disabled
                a = System.Windows.Visibility.Visible;
                //              b = System.Windows.Visibility.Collapsed;
                blur        = new BlurEffect();
                blur.Radius = 10;
            }
            fade.Start(DisablerGrid);

            notifier.Animated = !status;

            notifier.MenuEnabled = status;
            //progress.Effect = blur;

            //ribbon.Effect = blur;
            //subGrid.Effect = blur;

            CancelButton.Visibility = a;
            //            DisablerGrid.Visibility = a;
        }
 private void Initialize()
 {
     fadeOutEffect  = new FadeOutEffect();
     flashingEffect = new SpriteFlashingEffect();
 }
Example #8
0
 private void OnEnable()
 {
     text = (FadeOutEffect)target;
 }
Example #9
0
    private void OnGUI()
    {
        EditorGUI.BeginChangeCheck();
        EditorGUILayout.Space();

        /*
         *
         * ALL IMAGE RELATED STUFF HANDLED BELOW THE CUT
         * The user will simply choose the shader of their choice, drop it into the object field and use the button to assign the shader.
         * Using toggles to choose between different shaders proved to not be a useful way to assign shaders to game objects.
         * Scripts to handle the shader animation during game mode... leave the user to add the script component themselves?
         * Or add toggles to have the user choose the proper script?
         *
         */

        EditorGUILayout.LabelField("Image effects", EditorStyles.boldLabel);

        EditorGUILayout.HelpBox("To apply shader effects to your image or game object, please put it in the appropriate field below. Then select a shader material and put it in the appropriate field below. Pre-made shaders will also come with a script. Imported or custom shaders will not have scripts applied since there aren't any pre-made scripts available.", MessageType.Info);
        EditorGUILayout.Space();
        img   = (Image)EditorGUILayout.ObjectField("Image content", img, typeof(Image), true);
        media = (GameObject)EditorGUILayout.ObjectField("Media content", media, typeof(GameObject), true);
        mat   = (Material)EditorGUILayout.ObjectField("Material", mat, typeof(Material), true);
        EditorGUILayout.Space();
        if (GUILayout.Button("Apply shader"))
        {
            /*
             *
             * This section handles shaders for image objects
             *
             */

            if (img)
            {
                img.material = mat;
                GameObject go = img.gameObject;

                if (mat.name == "bubble")
                {
                    if (go.GetComponent <bubbleScript>() == null)
                    {
                        go.AddComponent <bubbleScript>();
                    }
                }

                else if (mat.name == "checkerboard")
                {
                    if (go.GetComponent <checkerboardScript>() == null)
                    {
                        go.AddComponent <checkerboardScript>();
                    }
                }

                else if (mat.name == "corrode")
                {
                    if (go.GetComponent <corrodeScript>() == null)
                    {
                        go.AddComponent <corrodeScript>();
                    }
                }

                else if (mat.name == "dissolve1")
                {
                    if (go.GetComponent <dissolve1Script>() == null)
                    {
                        go.AddComponent <dissolve1Script>();
                    }
                }

                else if (mat.name == "Dissolve2")
                {
                    if (go.GetComponent <dissolve2Script>() == null)
                    {
                        go.AddComponent <dissolve2Script>();
                    }
                }

                else if (mat.name == "frost")
                {
                    if (go.GetComponent <frostScript>() == null)
                    {
                        go.AddComponent <frostScript>();
                    }
                }

                else if (mat.name == "lines")
                {
                    if (go.GetComponent <linesScript>() == null)
                    {
                        go.AddComponent <linesScript>();
                    }
                }

                else
                {
                    return;
                }

                EditorUtility.SetDirty(img);
            }

            /*
             *
             * This section handles shaders for other applicable gameobjects
             *
             */

            if (media)
            {
                Renderer rend = media.GetComponent <Renderer>();
                rend.material = mat;

                if (mat.name == "bubble")
                {
                    if (media.GetComponent <bubbleScript>() == null)
                    {
                        media.AddComponent <bubbleScript>();
                    }
                }

                else if (mat.name == "checkerboard")
                {
                    if (media.GetComponent <checkerboardScript>() == null)
                    {
                        media.AddComponent <checkerboardScript>();
                    }
                }

                else if (mat.name == "corrode")
                {
                    if (media.GetComponent <corrodeScript>() == null)
                    {
                        media.AddComponent <corrodeScript>();
                    }
                }

                else if (mat.name == "dissolve1")
                {
                    if (media.GetComponent <dissolve1Script>() == null)
                    {
                        media.AddComponent <dissolve1Script>();
                    }
                }

                else if (mat.name == "Dissolve2")
                {
                    if (media.GetComponent <dissolve2Script>() == null)
                    {
                        media.AddComponent <dissolve2Script>();
                    }
                }

                else if (mat.name == "frost")
                {
                    if (media.GetComponent <frostScript>() == null)
                    {
                        media.AddComponent <frostScript>();
                    }
                }

                else if (mat.name == "lines")
                {
                    if (media.GetComponent <linesScript>() == null)
                    {
                        media.AddComponent <linesScript>();
                    }
                }

                else
                {
                    return;
                }
                EditorUtility.SetDirty(media);
            }
        }

        /*
         *
         * TEXT IMAGE RELATED STUFF HANDLED BELOW THE CUT
         * The user will simply use toggles to assign scripts to their text UI.
         * Toggles will be added to the window as additional effects are produced.
         *
         */

        EditorGUILayout.Space();
        EditorGUILayout.Space();
        EditorGUILayout.Space();
        EditorGUILayout.Space();
        EditorGUILayout.LabelField("Text UI", EditorStyles.boldLabel);
        EditorGUILayout.HelpBox("This section handles applying visual effects to text objects. Drop the text object that you'd like to apply a visual effect to below. To apply effects, use the toggles.", MessageType.Info);
        EditorGUILayout.Space();
        text = (GameObject)EditorGUILayout.ObjectField("Text", text, typeof(GameObject), true);

        EditorGUILayout.Space();
        EditorGUILayout.LabelField("Text effects", EditorStyles.boldLabel);


        /////////////////////////// TYPEWRITER FX ////////////////////////////
        applyTypewriter = EditorGUILayout.ToggleLeft("Apply typewriter", applyTypewriter);
        if (text)
        {
            if (applyTypewriter == true)
            {
                try
                {
                    if (text.GetComponent <TypewriterEffect>() == null)
                    {
                        text.AddComponent <TypewriterEffect>();
                        EditorUtility.SetDirty(text);
                    }
                }
                catch (UnassignedReferenceException e)
                {
                }
            }

            if (applyTypewriter == false)
            {
                try
                {
                    TypewriterEffect removing = text.GetComponent <TypewriterEffect>();
                    DestroyImmediate(removing);
                    EditorUtility.SetDirty(text);
                }
                catch (UnassignedReferenceException e)
                {
                }
            }
        }

        /////////////////////////// FADE-IN FX ////////////////////////////

        applyFadein = EditorGUILayout.ToggleLeft("Apply fade-in", applyFadein);
        if (text)
        {
            if (applyFadein == true)
            {
                if (text.GetComponent <FadeInEffect>() == null)
                {
                    text.AddComponent <FadeInEffect>();
                    EditorUtility.SetDirty(text);
                }
            }

            if (applyFadein == false)
            {
                try
                {
                    FadeInEffect removing = text.GetComponent <FadeInEffect>();
                    DestroyImmediate(removing);
                    EditorUtility.SetDirty(text);
                }
                catch (UnassignedReferenceException e)
                {
                }
            }
        }

        /////////////////////////// FADE-OUT FX ////////////////////////////

        applyFadeout = EditorGUILayout.ToggleLeft("Apply fade-out", applyFadeout);
        if (text)
        {
            if (applyFadeout == true)
            {
                if (text.GetComponent <FadeOutEffect>() == null)
                {
                    text.AddComponent <FadeOutEffect>();
                    EditorUtility.SetDirty(text);
                }
            }
            if (applyFadeout == false)
            {
                try
                {
                    FadeOutEffect removing = text.GetComponent <FadeOutEffect>();
                    DestroyImmediate(removing);
                    EditorUtility.SetDirty(text);
                }
                catch (UnassignedReferenceException e)
                {
                }
            }
        }
    }