EndScene() public method

public EndScene ( ) : void
return void
Example #1
0
    void showNewCutscene()
    {
        currentlyDisplayingText = 0;

        //print (goalText [0]);

        SceneFadeInOut fader = GameObject.Find("screenFader").GetComponent <SceneFadeInOut> ();

        if (cutscenePos >= cutscenes.Length)
        {
            fader.EndScene();
            //print ("dONE W CUTSCENES");
            SceneManager.LoadScene("MainMenu", LoadSceneMode.Single);
        }
        else
        {
            SpriteRenderer showCutscene = GameObject.Find("Cutscene").GetComponent <SpriteRenderer> ();
            showCutscene.sprite = cutscenes[cutscenePos++];
            goalText            = allCutsceneText [cutscenePos];

            if (cutscenePos == 2)
            {
                ambientAudioSource.clip = magicAudio;
                ambientAudioSource.Play();
                fader.EndSceneFast();
            }
            else
            {
                fader.EndScene();
            }
        }
    }
Example #2
0
 public void Dead()
 {
     if (!audio.isPlaying)
     {
         audio.clip = gameOverClip;
         audio.Play();
     }
     puc.enabled = false;
     cam.GetComponent <Camera2DFollow>().enabled = false;
     cam.GetComponent <AudioSource>().Stop();
     inout.EndScene();
 }
    void LiftActivation()
    {
        // Increment the timer by the amount of time since the last frame.
        timer += Time.deltaTime;

        // If the timer is greater than the amount of time before the lift should start...
        if (timer >= timeToLiftStart)
        {
            // ... stop the player and the camera moving and parent the player to the lift.
            player.GetComponent <ThirdPersonCharacter>().Disable(true);
            player.transform.parent = transform;

            // Move the lift upwards.
            transform.Translate(Vector3.up * liftSpeed * Time.deltaTime);

            // If the audio clip isn't playing...
            if (!GetComponent <AudioSource>().isPlaying)
            {
                // ... play the clip.
                AudioManager.instance.PlaySound(GetComponent <AudioSource>(), liftSound);
            }

            // If the timer is greater than the amount of time before the level should end...
            if (timer >= timeToEndLevel)
            {
                // ... call the EndScene function.
                sceneFadeInOut.EndScene();
            }
        }
    }
Example #4
0
    void LiftActivation()
    {
        // Increment the timer by the amount of time since the last frame.
        timer += Time.deltaTime;

        // If the timer is greater than the amount of time before the lift should start...
        if (timer >= timeToLiftStart)
        {
            // ... stop the player and the camera moving and parent the player to the lift.
            playerAnim.SetFloat(hash.speedFloat, 0f);
            camMovement.enabled     = false;
            player.transform.parent = transform;

            // Move the lift upwards.
            transform.Translate(Vector3.up * liftSpeed * Time.deltaTime);

            // If the audio clip isn't playing...
            if (!audioSource.isPlaying)
            {
                // ... play the clip.
                audioSource.Play();
            }

            // If the timer is greater than the amount of time before the level should end...
            if (timer >= timeToEndLevel)
            {
                // ... call the EndScene function.
                sceneFadeInOut.EndScene();
            }
        }
    }
Example #5
0
 // Update is called once per frame
 void Update()
 {
     if (timer - Time.time < 0.5f)
     {
         SceneFader.EndScene();
     }
 }
Example #6
0
    IEnumerator NewLevel()
    {
        yield return(new WaitForSeconds(1));

        //Application.LoadLevel(Application.loadedLevel + 1);
        fade.EndScene();
    }
Example #7
0
 // Update is called once per frame
 void Update()
 {
     if (Time.time - now > 3 || Input.GetKeyDown("space"))
     {
         other.EndScene();
     }
 }
Example #8
0
 void LevelReset()
 {
     timer += Time.deltaTime;
     if (timer >= resetAfterDeathTime)
     {
         sceneFadeInOut.EndScene();
     }
 }
Example #9
0
    void LevelReset()
    {
        timer += Time.deltaTime;

        if (timer >= waitTime)
        {
            sceneFader.EndScene();
        }
    }
    void LevelReset()
    {
        Debug.Log("AA");
        timer += Time.deltaTime;

        if (timer >= waitTime)
        {
            sceneFader.EndScene();
        }
    }
Example #11
0
    void LevelReset()
    {
        // Increment the timer.
        timer += Time.deltaTime;

        //If the timer is greater than or equal to the time before the level resets...
        if (timer >= resetAfterDeathTime)
        {
            // ... reset the level.
            sceneFadeInOut.EndScene();
        }
    }
Example #12
0
    void Update()
    {
        if (timer < spawnEffectTime / 2)
        {
            timer += Time.deltaTime;
        }
        else if (timer < spawnEffectTime)
        {
            timer += Time.deltaTime;
            sceneFade.EndScene(false);
        }
        else
        {
            sceneFade.EndScene(false);
        }

        _renderer.material.SetFloat(shaderProperty, fadeIn.Evaluate(Mathf.InverseLerp(0, spawnEffectTime, timer)));
        if (_weaponRenderer)
        {
            _weaponRenderer.material.SetFloat(shaderProperty, fadeIn.Evaluate(Mathf.InverseLerp(0, spawnEffectTime, timer)));
        }
    }
Example #13
0
    void LevelReset()
    {
        // Increment the timer.
        //incremente el temporizador.
        timer += Time.deltaTime;

        //If the timer is greater than or equal to the time before the level resets...
        //Si el temporizador es mayor o igual a le tiempo antes de que se restablezca el nivel...
        if (timer >= resetAfterDeathTime)
        {
            // ... reset the level.//restablezca el nivel.
            sceneFadeInOut.EndScene();            //llama la funcion EndScene del script sceneFadeInOut
        }
    }
Example #14
0
 private void OnLeftRoom()
 {
     if (CancelButton != null && Launch.Engine.activeInHierarchy == false)
     {
         CancelButton.interactable = false;
         CancelButton.GetComponent <ChangeMenu>().Change();
     }
     else
     {
         FadeOut();
         SceneFade.EndScene("Menu");
         DestroyImmediate(gameObject);
     }
 }
Example #15
0
    void showNewCutscene()
    {
        currentlyDisplayingText = 0;

        //print (goalText [0]);

        SceneFadeInOut fader = GameObject.Find("screenFader").GetComponent <SceneFadeInOut> ();

        if (cutscenePos >= cutscenes.Length)
        {
            fader.EndScene();
            //print ("dONE W CUTSCENES");
            SceneManager.LoadScene("SecondLevel", LoadSceneMode.Single);
        }
        else
        {
            SpriteRenderer showCutscene = GameObject.Find("Cutscene").GetComponent <SpriteRenderer> ();
            showCutscene.sprite = cutscenes[cutscenePos++];
            goalText            = allCutsceneText [cutscenePos];

            fader.EndScene();
        }
    }
Example #16
0
    // Update is called once per frame
    void Update()
    {
        int fingerCount = 0;

        foreach (Touch touch in Input.touches)
        {
            if (touch.phase == TouchPhase.Began && start.HitTest(touch.position))
            {
                fadeScript.StopClearing();
                fadeScript.EndScene();
            }
        }

        if (start.HitTest(Input.mousePosition, Camera.main))
        {
            fadeScript.StopClearing();

            fadeScript.EndScene();
        }


        if (fingerCount > 0)
        {
            print("User has " + fingerCount + " finger(s) touching the screen");
        }

        if (Input.GetKey(KeyCode.Space))
        {
            Application.LoadLevel(1);
        }

        if (Input.GetKey(KeyCode.Escape))
        {
            Application.Quit();
        }
    }
Example #17
0
    void LiftActivation()
    {
        timer += Time.deltaTime;
        if (timer >= timeToLiftStart)
        {
            playerAnim.SetFloat(hash.speedFloat, 0f);
            cameraMovement.enabled  = false;
            player.transform.parent = transform;

            transform.Translate(Vector3.up * liftSpeed * Time.deltaTime);
            if (!audioS.isPlaying)
            {
                audioS.Play();
            }

            if (timer >= timeToEndLevel)
            {
                sceneFadeInOut.EndScene();
            }
        }
    }
Example #18
0
    void LiftActivation()
    {
        var audio = this.gameObject.GetComponent <AudioSource> ();

        timer += Time.deltaTime;
        if (timer >= timeToLiftStart)
        {
            playerAnim.SetFloat(hash.speedFloat, 0f);
            camMovement.enabled     = false;
            player.transform.parent = transform;

            transform.Translate(Vector3.up * liftSpeed * Time.deltaTime);

            if (!audio.isPlaying)
            {
                audio.Play();
            }

            if (timer >= timeToEndLevel)
            {
                sceneFadeInOut.EndScene();
            }
        }
    }
Example #19
0
    // Use this for initialization
    void Start()
    {
        SceneFadeInOut fader = GameObject.Find("screenFader").GetComponent <SceneFadeInOut> ();

        fader.EndScene();
    }