private void Update() { myAnimator.SetBool("Win", triggered); if (!triggered) { return; } if (currentTriggerTime > 0) { currentTriggerTime -= Time.deltaTime; } if (currentTriggerTime <= 0) { if (GameManagement.instance.GetWin()) { if (!changingLevel) { ScreenFade fade = FindObjectOfType <ScreenFade>(); fade.FadeIn(); fade.fadeInFinished = ChangeLevel; changingLevel = true; } return; } triggered = false; GameManagement.instance.SubstractWinTrigger(); } }
protected override void Start() { base.Start(); // Fade in ScreenFade.FadeIn(); }
public void FadeScreen(bool bFadeOut, float time) { if (bFadeOut) { screenFade.FadeOut(time); } else { screenFade.FadeIn(time); } }
// Manages the end game credits dispaly. public void Credits() { isCreditsOn = true; // Stop all running effects and sounds. FightManager.StopEndGameEffects(); // Fade-in the credits screen image. screenFade.gameObject.SetActive(true); screenFade.FadeIn(); // Play the credits roll. creditsRoll.gameObject.SetActive(true); creditsRoll.Play(); // Play the appropriate background track. audioManager.PlayTrack(3); audioManager.LoopOff(); }
private void ReloadLobby() { this.CachedRoomList.Clear(); CreateGui(); if (PhotonNetwork.InRoom) { PhotonNetwork.LeaveRoom(); NetworkManager.Instance.WhenConnectedToMaster(this, () => { PhotonNetwork.JoinLobby(); ScreenFade.FadeIn(); }); } else { PhotonNetwork.JoinLobby(); ScreenFade.FadeIn(); } }
IEnumerator Tele(Vector3 endposition, Quaternion endrotation) { fader.FadeOut(); busy = true; yield return(new WaitForSeconds(2f)); user.transform.position = endposition; user.transform.rotation = endrotation; //print(endposition); //_map = GameObject.Find("Map"); //_map.transform.localRotation = endrotation; //_map.transform.localPosition = endposition; fader.FadeIn(); yield return(new WaitForSeconds(2f)); startScreen.SetActive(false); busy = false; }
IEnumerator OpenBossDoor() { GetComponent <MeshRenderer>().enabled = false; GetComponent <BoxCollider>().enabled = false; GetComponent <NavMeshObstacle>().enabled = false; audSource.clip = clips[1]; audSource.Play(); //Deactivate player movement GameObject player = GameObject.FindWithTag("Player"); player.GetComponent <Player_Input>().input_Enabled = false; player.GetComponent <NavMeshAgent>().enabled = false; player.GetComponent <CapsuleCollider>().enabled = false; ShaderPositionUpdate.SetRevealer(false); //Fading Out StartCoroutine(fadeScript.FadeOut()); yield return(new WaitForSeconds(fadeScript.GetFadeTime())); //Move player player.transform.position = bossRoomSpawnPoint.position; player.GetComponent <Player_Input>().input_Enabled = true; player.GetComponent <NavMeshAgent>().enabled = true; player.GetComponent <CapsuleCollider>().enabled = true; Transform cam = GameObject.FindWithTag("MainCamera").transform; cam.position = new Vector3(player.transform.position.x, cam.position.y, player.transform.position.z); //Fading In StartCoroutine(fadeScript.FadeIn()); yield return(new WaitForSeconds(fadeScript.GetFadeTime())); //StartCoroutine(levMan.DisplayMessage("Level Completed")); }
public static int FadeIn(IntPtr l) { int result; try { ScreenFade screenFade = (ScreenFade)LuaObject.checkSelf(l); float time; LuaObject.checkType(l, 2, out time); Color color; LuaObject.checkType(l, 3, out color); Action onEnd; LuaObject.checkDelegate <Action>(l, 4, out onEnd); screenFade.FadeIn(time, color, onEnd); LuaObject.pushValue(l, true); result = 1; } catch (Exception e) { result = LuaObject.error(l, e); } return(result); }
// Use this for initialization void Start() { sFade = GameObject.Find("Screen Fade").GetComponent<ScreenFade>(); sFade.FadeIn(); Invoke("StartLoad", 2); }