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)); }
#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(); }
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); }
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); }); }