Example #1
0
        public override void ActivateScreen()
        {
            var sequence = new SequenceEffect
                           (
                ScreenGroup.SetInteractable(false),
                ScreenGroup.Hide(),
                ScreenGroup.FadeTo(1f, 1.5f),
                ScreenGroup.SetInteractable(true)
                           );

            sequence.Play(() => OnScreenActivated.Raise(this));
        }
Example #2
0
#pragma warning restore IDE0044 // Add readonly modifier

        public override void ActivateScreen()
        {
            _textFader.AssignText(Script.Read(_fadeInKey));

            var sequence = new SequenceEffect
                           (
                ScreenGroup.SetInteractable(false),
                _textFader.FadeIn(.35f, 5),
                ScreenGroup.SetInteractable(true)
                           );

            sequence.Play();
        }
Example #3
0
        public override void ActivateScreen()
        {
            _weaponSelectFrameTemplate.SetActive(false);

            var sequence = new SequenceEffect
                           (
                ScreenGroup.SetInteractable(false),
                ScreenGroup.Hide(),
                ScreenGroup.FadeTo(1f, .5f),
                ScreenGroup.SetInteractable(true)
                           );

            sequence.Play(FillWeaponList);
        }
Example #4
0
        public override void DeactivateScreen()
        {
            var sequence = new SequenceEffect
                           (
                ScreenGroup.SetInteractable(false),
                ScreenGroup.FadeTo(0f, .5f)
                           );

            sequence.Play(() =>
            {
                OnScreenDeactivated.Raise(this);
                Destroy(gameObject);
                gameObject.SetActive(false);
            });
        }