public void deflash() { state = IMState.HIDING; up = true; flashtime = 0; }
void Update() { if (tofadewhite) { foreach (Transform t in mainworld.transform) { Fade f = t.GetComponent <Fade>(); if (f != null && f.image != null) { tofade = false; f.FadeOut(); } } } switch (state) { case IMState.FLASHING: if (up) { flashtime += Time.deltaTime * 4f; g.rampOffset = flashtime > 1f ? 1f : flashtime; if (flashtime > 1f) { up = false; flashtime = 1f; } } else { flashtime -= Time.deltaTime * 4f; g.rampOffset = flashtime < 0f ? 0f : flashtime; if (g.rampOffset == 0f) { state = IMState.COUNTING; } time_to_show = 0; } break; case IMState.COUNTING: time_to_show += Time.deltaTime; if (time_to_show > showtime) { showOptions(); state = IMState.OPTIONS; } break; case IMState.HIDING: if (up) { flashtime += Time.deltaTime * 4f; g.rampOffset = flashtime > 1f ? 1f : flashtime; if (flashtime > 1f) { up = false; flashtime = 1f; state = IMState.HIDING2; g.enabled = false; white.SetActive(true); white.GetComponent <Image>().CrossFadeAlpha(0f, 0.5f, false); } } break; case IMState.HIDING2: waithalf += Time.deltaTime; if (waithalf > 0.5f) { state = IMState.NONE; up = false; Game.main.eventFinished(ev); waithalf = 0; } break; default: break; } }
public void flash() { state = IMState.FLASHING; up = true; flashtime = -1; }