// Start is called before the first frame update void Start() { Fader.Fade("from black", 2.0f); MusicController.Current.SetVolume(0.25f); Invoke("FadeToNextLevel", 8.0f); }
void Start() { DisableButton(); Fader.Fade("to black", 0.0f); MusicController.Current.Play(Music, "landing menu"); Invoke("FadeIn", 4.0f); }
// Use this for initialization void Start() { Fader.Fade("from black", 2.0f); MusicController.Current.Play(Music, "level 1"); MainCamera.enabled = false; CutsceneCamera.enabled = true; DialogueCount = 0; Dialogue.Play("Dialogue/l2d1", this); }
void Awake() { if (global == null) { global = this; fadeHandler = transform.Find("Fade").GetComponent <ScreenFade>(); mapHandler = transform.Find("Map").GetComponent <MapHandler>(); pauseHandler = transform.Find("Pause").gameObject; settingsHandler = transform.Find("Settings").GetComponent <SettingsHandler>(); copyright = transform.Find("Text").GetComponent <TextMeshProUGUI>(); joystick = transform.Find("GameButtons").Find("Left Joystick").GetComponent <LeftJoystick>(); bgmHandler = GetComponent <BgmHandler>(); #if UNITY_ANDROID Debug.Log("Android"); #else joystick.gameObject.SetActive(false); transform.Find("GameButtons").Find("Jump").gameObject.SetActive(false); #endif if (!isIntro) { digitalGlitch = GameObject.FindWithTag("MainCamera").GetComponent <DigitalGlitch>(); analogGlitch = GameObject.FindWithTag("MainCamera").GetComponent <AnalogGlitch>(); postProcessing = GameObject.FindWithTag("Post Processing").GetComponent <PostProcessVolume>(); postProcessLayer = GameObject.FindWithTag("MainCamera").GetComponent <PostProcessLayer>(); } if (SceneManager.GetActiveScene().name != "title") { StartCoroutine(fadeHandler.Fade(true, 0.5f)); if (busy) { StartCoroutine(FadeAndUnbusy()); } } } }
private IEnumerator KickDoor() { ScreenFade.Fade(); actualDoor.Animator.SetTrigger("Open"); Player.CanMove = false; yield return(new WaitForSeconds(1f)); actualDoor.EnterDoor(); actualDoor.IsOpen = true; var doorTransform = actualDoor.OtherDoor.transform; Player.Velocity = Vector3.zero; transform.position = doorTransform.position; if (Player.CiviliansFollowing.Count > 0) { foreach (var civilian in Player.CiviliansFollowing) { civilian.transform.position = transform.position; } } Player.CanMove = true; }
public void BecameZero(HitPoints hp) { StateManager.SetState(State.Dying); Fader.Fade("to black", 3.0f); MusicController.Current.Fade(1.0f, 0.0f, 1.0f); Invoke("GameOverScreen", TimeToDie); }
/***************************************************************************************************/ // Initialization code /***************************************************************************************************/ void Start() { // display the particle effect behind the logo and character Instantiate(particleEffect, new Vector3(transform.position.x, transform.position.y, -0.09f), transform.rotation); // PixelPlacement.com --> screen fader script ScreenFade.Fade(Color.black, ScreenFade.CurrentAlpha, 1, 2f, 1, false); }
public void TakeDamage(float attack) { PlaySoundEffect(hurtNoise); // Flash the screen red for a moment to indicate the player has been hurt ScreenFade.Fade(Color.red, .6f, 0, .35f, 0, true); Global.remainingHealth = Global.remainingHealth - attack; healthBar.UpdateBar(Global.remainingHealth, Global.health); }
IEnumerator fade() { ScreenFade.Fade(Color.white, 0f, 1f, 2f, 0f, true); yield return(new WaitForSeconds(2f)); transform.position = startLocation; ScreenFade.Fade(Color.white, 1f, 0f, 2f, 0f, false); }
public IEnumerator CR_RepeatFade() { for (int i = 0; i < numScreenFades; i++) { yield return(new WaitUntil(() => !screenFade.isFading)); screenFade.Fade(); } }
void DrawCameraFlashButton() { if (GUILayout.Button("Flash/Lightning")) { fadeDirection = false; currentFadeType = FadeType.Flash; ScreenFade.Fade(Color.white, 1, 0, .5f, 0, true); PlaySound(cameraShutterSound, 0); } }
public void ButtonPressed(string button) { if (button == "positive") { StateManager.SetState(State.LoadingLevel); MusicController.Current.SetVolume(0.25f); Fader.Fade("to black", 2.0f); Invoke("NextLevel", 3.0f); } }
public void ButtonPressed(string button) { if (button == "positive") { StateManager.SetState(State.LoadingLevel); Fader.Fade("to black", 4.0f); MusicController.Current.Fade(0.25f, 0.0f, 4.0f); Invoke("EndOfGameScene", 5.5f); } }
void DrawInjuryButton() { if (GUILayout.Button("Injury")) { fadeDirection = false; currentFadeType = FadeType.Injury; ScreenFade.Fade(Color.red, .6f, 0, .35f, 0, true); cachedAudioSource.pitch = Random.Range(.99f, 1.1f); PlaySound(injurySound, .1f); } }
// Use this for initialization public void LoadScene() { // If the current scene is the Main Menu, the game autosaves. if (SceneManager.GetActiveScene().name == "Main Menu") { //MenuControl.Instance.SaveGame(); screenFade.gameObject.SetActive(true); } screenFade.Fade(fadeIn); Invoke("Load", screenFade.fadeTime); }
/***************************************************************************************************/ // Update is called once per frame /***************************************************************************************************/ void Update() { // test if the current if it is current time + 3 seconds currentTime = Time.fixedTime; // three seconds have elapsed so start the fade routine if (currentTime >= delayTime) { ScreenFade.Fade(Color.black, ScreenFade.CurrentAlpha, 0, 0.4f, 0, false); delayTime = 10000f; } }
/** * Fades the screen in or out depending on input boolean. * * @param fadeIn - whether to fade the game in or out * @param delay - the delay time of the fade in seconds */ public void Fade(bool fadeIn, float delay) { currentFadeType = FadeType.Fade; //fade up or down based on state of fadeDirection: if (fadeIn) { ScreenFade.Fade(Color.black, ScreenFade.CurrentAlpha, 0, delay, 0, false); } else { ScreenFade.Fade(Color.black, ScreenFade.CurrentAlpha, 1, delay, 0, false); } }
//----------------------------------------------------------------------------- // OnGUI //----------------------------------------------------------------------------- // void OnGUI(){ // //draw buttons: // DrawFadeButton(); // DrawCameraFlashButton(); // DrawInjuryButton(); // } //----------------------------------------------------------------------------- // Private Methods //----------------------------------------------------------------------------- void DrawFadeButton() { //decide text to display on the button based on state of fadeDirection: string fadeText = fadeDirection ? "down" : "up"; if (GUILayout.Button("Fade " + fadeText)) { //set type of fadeDirection: currentFadeType = FadeType.Fade; //toggle state of fadeDirection: fadeDirection = !fadeDirection; //fade up or down based on state of fadeDirection: if (fadeDirection) { ScreenFade.Fade(Color.black, ScreenFade.CurrentAlpha, 1, 1, 0, false); } else { ScreenFade.Fade(Color.black, ScreenFade.CurrentAlpha, 0, 1, 0, false); } } }
/// <summary>Fades the screen to the given colour in the given amount of time.</summary> public Promise fade(UnityEngine.Color col, float time) { return(ScreenFade.Fade(this, col, time)); }
public void Start() { Fader.Fade("from black", 1.0f); MusicController.Current.Play(Music, "game over"); }
// Use this for initialization public void LoadScene() { screenFade.gameObject.SetActive(true); screenFade.Fade(fadeIn); Invoke("Load", screenFade.fadeTime); }
public void Fade(string scene) { StartCoroutine(fadeHandler.Fade(false, 0.5f)); StartCoroutine(FadeAndLoad(scene)); }
void Start() { MusicController.Current.Play(Music, "main menu"); Fader.Fade("from black", 2.0f); }
// Use this for initialization void Start() { Fader.Fade("from black", 2.0f); MusicController.Current.Play(Music, "level 1"); Dialogue.Play("Dialogue/l1d1", this); }
void Start() { Fader.Fade("from black", 3.0f); Invoke("PlayMusic", 3.0f); }