void Update()
    {
        if (!_TitleCardFadeInstance && !IsLoadingLevel && Input.GetKeyDown(KeyCode.Tab))
        {
            if (!CreditsInstance)
            {
                CreditsInstance = Instantiate <FadeToBlackScript>(_CreditsPrefab);
            }
            else
            {
                switch (CreditsInstance.currentStatus)
                {
                case FadeToBlackScript.FadeStatus.Black:
                    CreditsInstance.currentStatus = FadeToBlackScript.FadeStatus.FadingToTransparent;
                    break;

                case FadeToBlackScript.FadeStatus.FadingToBlack:
                    CreditsInstance.currentStatus = FadeToBlackScript.FadeStatus.FadingToTransparent;
                    break;

                case FadeToBlackScript.FadeStatus.FadingToTransparent:
                    CreditsInstance.currentStatus = FadeToBlackScript.FadeStatus.FadingToBlack;
                    break;
                }
            }
        }
    }
Example #2
0
    void FadeIn()
    {
        FadeToBlackScript ftb = Camera.main.gameObject.GetComponent <FadeToBlackScript>();

        if (ftb == null)
        {
            ftb = Camera.main.gameObject.AddComponent <FadeToBlackScript>();
        }

        ftb.enabled  = true;
        ftb.FadeIn   = true;
        ftb.fadeTime = fadeIn;
    }
    IEnumerator LoadLevel(string LevelName)
    {
        if (IsLoadingLevel)
        {
            yield break;
        }
        IsLoadingLevel = true;

        FadeToBlackScript FadeInstance = Instantiate <FadeToBlackScript>(_FadePrefab);

        yield return(new WaitUntil(() => FadeInstance.IsOpaque));

        SceneManager.LoadScene(LevelName);
    }
Example #4
0
    IEnumerator ManageSwipes()
    {
        bool FirstThing = true;

        while (true)
        {
            Image  NextSwipe     = QueuedSwipes.Dequeue();
            Sprite CurrentSprite = NextSwipe.sprite;

            // If the queue of remaining things to swipe is empty, add a pocahontas sprite so that she appears infinitely
            if (QueuedSwipes.Count == 0)
            {
                QueuedSwipes.Enqueue(SetupSwipePhoto(_PocaHottieSprite));
            }

            if (!FirstThing)
            {
                if (NextSwipe.sprite == _PocaHottieSprite && !_ApprovalSource.isPlaying)
                {
                    _ApprovalSource.PlayRandomizedDelayed(0.75f, _ApprovalSounds);
                }
                else
                {
                    _ApprovalSource.PlayRandomizedDelayed(0.75f, _DisapprovalSounds);
                }
            }

            yield return(HandleSwipe(NextSwipe));

            _SwipeSource.PlayRandomized(_SwipeSounds);

            if (CurrentSprite == _PocaHottieSprite && LastSwipeResult == SwipeResult.Right)
            {
                FadeToBlackScript FadeInstance = Instantiate <FadeToBlackScript>(_ScreenFadePrefab);
                FadeInstance.currentStatus = FadeToBlackScript.FadeStatus.FadingToBlack;
                DontDestroyOnLoad(FadeInstance.gameObject);

                yield return(new WaitUntil(() => FadeInstance.IsOpaque));

                yield return(new WaitForSeconds(1.0f));

                FadeInstance.currentStatus = FadeToBlackScript.FadeStatus.FadingToTransparent;
                SceneManager.LoadScene(_NextScene);
            }
            FirstThing = false;
        }
    }
Example #5
0
    // Update is called once per frame
    void Update()
    {
        counter += Time.deltaTime;

        if (counter > sceneTime - fadeOut)
        {
            FadeToBlackScript ftb = Camera.main.gameObject.GetComponent <FadeToBlackScript>();

            if (ftb == null)
            {
                ftb = Camera.main.gameObject.AddComponent <FadeToBlackScript>();
            }

            ftb.enabled  = true;
            ftb.FadeIn   = false;
            ftb.fadeTime = fadeOut;
        }

        if (counter > sceneTime)
        {
            counter = 0;

            i++;

            print(i);

            if (i >= SceneManager.sceneCountInBuildSettings)
            {
                i = 0;
            }

            print(i);

            SceneManager.LoadScene(i);
//			FadeIn();
        }
    }
 void Awake()
 {
     Fade  = GetComponent <FadeToBlackScript>();
     Typer = GetComponent <TypeText>();
 }
    IEnumerator Start()
    {
        yield return(new WaitForSeconds(2.0f));

        _Chooser.ShowDialogueChoice(
            "Do you like white meat?",
            "I’m gonna manifest my destiny all over you",
            "Are you the new world baby? Because I’m Plymouth Rock-hard"
            );
        yield return(new WaitUntil(() => _Chooser.ChosenDialogue != null));

        yield return(AddTextMessage(_JohnSmithPrefab, _Chooser.ChosenDialogue));

        yield return(new WaitForSeconds(3.0f));



        yield return(AddTextMessage(_PocahontasPrefab, "I’m not looking for anything serious. Just a Founding Daddy."));

        yield return(new WaitForSeconds(1.0f));



        _Chooser.ShowDialogueChoice(
            "Have you heard about our Lord and Savior, Jesus Christ?",
            "Let me show you my John Hancock",
            "Baby, let’s take it slow, I’m a Virginian"
            );
        yield return(new WaitUntil(() => _Chooser.ChosenDialogue != null));

        yield return(AddTextMessage(_JohnSmithPrefab, _Chooser.ChosenDialogue));

        yield return(new WaitForSeconds(3.0f));



        yield return(AddTextMessage(_PocahontasPrefab, "You better treat me right. My ex left me with a Trail of Tears."));

        yield return(new WaitForSeconds(1.0f));



        _Chooser.ShowDialogueChoice(
            "Just come over baby, I’ll keep you warm. I’ve got a lot of blankets",
            "Have you ever seen the inside of a cabin before?",
            "Let’s have a pow-wow. You can puff on my peace pipe"
            );
        yield return(new WaitUntil(() => _Chooser.ChosenDialogue != null));

        yield return(AddTextMessage(_JohnSmithPrefab, _Chooser.ChosenDialogue));

        yield return(new WaitForSeconds(3.0f));



        yield return(AddTextMessage(_PocahontasPrefab, "My phone number is 6"));

        yield return(new WaitForSeconds(1.0f));



        yield return(new WaitForSeconds(3.0f));

        _Chooser.ShowDialogueChoice(
            "My friends are doing this Thanksgiving thing. It’s pretty low-key. U should cum."
            );
        yield return(new WaitUntil(() => _Chooser.ChosenDialogue != null));

        yield return(AddTextMessage(_JohnSmithPrefab, _Chooser.ChosenDialogue));

        yield return(new WaitForSeconds(3.0f));


        // done! fade to the end level
        FadeToBlackScript FadeInstance = Instantiate <FadeToBlackScript>(_FadePrefab);

        yield return(new WaitUntil(() => FadeInstance.IsOpaque));

        SceneManager.LoadScene("FinalCard");
    }