Example #1
0
    // Use this for initialization
    void Awake() // Or awake? haven't had problems.
    {
        S = this;

        targetText = transform.GetChild(0).GetComponent<Text>(); // Only if you place this on my specific object setup of UI Image with child UI Text.
        this.GetComponent<Image>().CrossFadeAlpha(0, 0, true);
        targetText.CrossFadeAlpha(0, 0, true);
    }
 IEnumerator BlinkText(Text text)
 {
     while (true)
     {
         yield return new WaitForSeconds(1.2f);
         float alpha = 1f;
         if (text.canvasRenderer.GetAlpha() == 1f) alpha = 0.1f;
         text.CrossFadeAlpha(alpha, 1.2f, false);
     }
 }
Example #3
0
    void Start()
    {
        // Set the fade and next scene time
        fadeInAt = Time.time + FADE_DELAY;
        fadeOutAt = Time.time + WARNING_TIME - FADE_DURATION;
        nextSceneAt = Time.time + WARNING_TIME;

        // Get the text objects
        warningTextComp = warningTextObj.GetComponent<Text>();
        loadingTextComp = loadingTextObj.GetComponent<Text>();

        // Fade out (instantly)
        warningTextComp.CrossFadeAlpha(0.0f, 0.0f, false);
        loadingTextComp.CrossFadeAlpha(0.0f, 0.0f, false);
    }
Example #4
0
    IEnumerator ShowTips(GameObject obj, float showTime)
    {
        yield return(new WaitForSeconds(showTime));

        if (obj == null)
        {
            yield break;
        }
        obj.transform.GetChild(0).GetComponent <Image>().CrossFadeAlpha(0, 0.5f, true);
        txt_content.CrossFadeAlpha(0, 0.5f, true);
        yield return(new WaitForSeconds(0.5f));

        if (obj == null)
        {
            yield break;
        }
        PanelManager.Instance.ClosePanel(this);
    }
    private void Update()
    {
        _spawnTime -= Time.unscaledDeltaTime;

        if (_spawnTime <= 0f)
        {
            gameObject.SetActive(false);
        }
        else
        {
            Text.CrossFadeAlpha(0f, 0.5f, false);

            if (Text.color.a == 0f)
            {
                gameObject.SetActive(false);
            }
        }
    }
Example #6
0
    private void Move()
    {
        movePosition.y += moveUpAmount;
        moveUpAmount   -= moveUpAmount / 50;

        if (moveUpAmount <= .5f)
        {
            timedDestroy += Time.fixedDeltaTime;
            text.CrossFadeAlpha(0f, .35f, false);
            if (timedDestroy >= .5f)
            {
                Pooling.Despawn(gameObject);
                timedDestroy = 0;
                moveUpAmount = startMoveUpAmount;
            }
        }
        transform.position = movePosition;
    }
Example #7
0
    public void TestaInput()
    {
        string digitado = textoField.text;

        PlayerPrefs.SetString("proxcena", cena);
        PlayerPrefs.SetString("palavra", palavra);



        if (digitado.ToUpper() != palavra.ToUpper())
        {
            erros++;
            if (erros == 1)
            {
                frasebolha.SetActive(true);
                feedbackmsg.CrossFadeAlpha(100f, 0f, false);
                feedbackmsg.color = Color.red;
                feedbackmsg.text  = "Escute novamente a palavra!";
                feedbackmsg.CrossFadeAlpha(0f, 10f, false);
                textoField.text = "";
                desligabolha();
            }
            else if (erros == 2)
            {
                frasebolha.SetActive(true);
                feedbackmsg.CrossFadeAlpha(100f, 0f, false);
                feedbackmsg.color = Color.red;
                feedbackmsg.text  = "Está tudo bem! Olhe a imagem e escute a palavra novamente.";
                feedbackmsg.CrossFadeAlpha(0f, 10f, false);
                textoField.text = "";
                desligabolha();
            }
            else if (erros > 2)
            {
                frasebolha.SetActive(true);
                feedbackmsg.CrossFadeAlpha(100f, 0f, false);
                feedbackmsg.color = Color.black;
                feedbackmsg.text  = $"A palavra é: {palavra} . Agora você pode digitar a palavra!";
            }
        }
        else
        {
            frasebolha.SetActive(true);
            PlayerPrefs.SetInt("erros", erros);
            feedbackmsg.CrossFadeAlpha(100f, 0f, false);
            feedbackmsg.color = Color.green;
            feedbackmsg.text  = "Parabéns! você acertou!";
            StartCoroutine(CarregaCena());
            PlayerPrefs.Save();
        }
    }
Example #8
0
    public void AnimsTXT(Text txt)
    {
        float noise = Random.Range(-1, 1) * 100;

        txt.transform.Translate(0 * Time.deltaTime, speedAnim * Time.deltaTime, 0);

        if (variableF >= 30)
        {
            variableF -= Time.deltaTime * smoothTime;
        }
        if (variableF < 80)
        {
            speedAnim = speedAnim += Time.deltaTime * 30;
            txt.CrossFadeAlpha(0, 1, true);
        }

        txt.rectTransform.sizeDelta = new Vector2(variableF, variableF);
        Destroy(txt.gameObject, 1.0f);
    }
    void Update()
    {
        _timer += Time.deltaTime;
        if (_timer > _existTime - (_opacityTime * 3) && !_fadeout)
        {
            _text.CrossFadeAlpha(0f, _opacityTime, false);
            _fadeout = true;
        }

        if (_timer >= _existTime)
        {
            Destroy(gameObject);
        }

        if (_shiftDown)
        {
            ShiftDown();
        }
    }
Example #10
0
    IEnumerator TypeLetter()
    {
        yield return(new WaitForSeconds(1.00f));

        displayText.text = ">_";
        displayText.CrossFadeAlpha(1.0f, 0.75f, false);
        audioSource.PlayOneShot(consoleOn, 3.00f);

        yield return(new WaitForSeconds(1.00f));

        displayText.text = ">";

        while (fullText.Length > 0)
        {
            displayText.text = displayText.text + fullText[0] + "_";
            fullText         = fullText.Substring(1, fullText.Length - 1);

            if (fullText == "")
            {
                yield return(new WaitForSeconds(1.0f));

                buttonText.text = LocalizationManager.instance.GetLocalizedValue("click_to_start");
                pulseButton     = true;
            }
            else if (fullText[0] == '\n')
            {
                fullText = fullText[0] + ">" + fullText.Substring(1, fullText.Length - 1);
                yield return(new WaitForSeconds(0.40f));
            }
            else if (fullText[0] == '.')
            {
                yield return(new WaitForSeconds(0.15f));

                audioSource.PlayOneShot(click, 0.05f);
            }
            else
            {
                audioSource.PlayOneShot(click, 0.05f);
                yield return(new WaitForSeconds(0.05f));
            }
            displayText.text = displayText.text.Substring(0, displayText.text.Length - 1);
        }
    }
Example #11
0
    /// <summary>
    /// Start the lose update logic in a coroutine.
    /// </summary>
    /// <returns>Default coroutine return value.</returns>
    public IEnumerator Lose()
    {
        Pause        = true;
        GameIsEnding = true;
        Lives--;

        PlayerDie.Play();

        //if (Lives > 0)
        {
            string tBlame = "You lose";
            MiddleText.text = tBlame;
            MiddleText.CrossFadeAlpha(1f, 0.5f, true);
        }

        while (Characters[0].transform.localScale.x > 0f)
        {
            Characters[0].transform.localScale -= new Vector3(0.05f, 0f, 0f);

            yield return(null);
        }
        Characters[0].transform.localScale = Vector3.zero;

        yield return(new WaitForSeconds(WaitBeforeLevelReload - 0.5f));

        //if (Lives > 0)
        {
            MiddleText.CrossFadeAlpha(0f, 0.5f, true);
        }
        yield return(new WaitForSeconds(0.5f));

        if (Lives > 0)
        {
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
        }
        else
        {
            StartCoroutine(GameOver(CharacterMovementScripts[0].GetBlocks()));
        }
    }
Example #12
0
    /// <summary>
    /// Dynamically creates Event Text objects to show Item Activation info.
    /// Object will be destroyed after a given duration.
    /// </summary>
    /// <param name="text">Text.</param>
    /// <param name="duration">Duration.</param>
    public void ShowItemActivatedEventText(string text, float duration)
    {
        GameObject eventTextObject = new GameObject("Item Activated Text");

        eventTextObject.transform.SetParent(hudCanvas.transform, false);
        Text eventT = eventTextObject.AddComponent <Text> ();

        eventTextObject.AddComponent <Outline> ();
        RectTransform rect = eventTextObject.GetComponent <RectTransform> ();

        rect.sizeDelta   = new Vector2(eventTextWidth, eventTextHeight);
        eventT.alignment = TextAnchor.MiddleCenter;
        eventT.font      = font;
        eventT.fontSize  = fontSize;
        eventT.text      = text;
        rect.localScale  = new Vector3(0.5f, 0.5f, 1.0f);
        eventT.CrossFadeAlpha(0.0f, duration, true);
        StartCoroutine("BubbleUp", rect);
        Destroy(eventTextObject, duration);
    }
Example #13
0
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.CompareTag("TriBullet"))
        {
            player.ForceRecall();
            AudioListener.volume = volumeSet;
            col.enabled          = false;
            text.CrossFadeAlpha(.25f, 0f, true);

            foreach (GameObject selector in otherSelectors)
            {
                selector.GetComponent <BoxCollider2D>().enabled = true;
                selector.GetComponent <Text>().CrossFadeAlpha(1f, 0f, true);
            }

            shake.Shake(.1f, .5f);
            AudioManager.Instance.Play("EnemyHit");
            Instantiate(hitParticle, transform.position, Quaternion.identity);
        }
    }
Example #14
0
    private IEnumerator BubbleTextFade(Transform Target, float Duration, float DeltaY)
    {
        float      TotalDuration   = Duration;
        Vector3    ScreenTarget    = Cam.WorldToScreenPoint(Target.position + Vector3.up * 4);
        GameObject BubbleText      = Instantiate(BubbleScore, InGameCanvas);
        Text       BubbleTextLayer = BubbleText.GetComponent <Text> ();

        BubbleText.transform.position = ScreenTarget;

        BubbleTextLayer.CrossFadeAlpha(0, TotalDuration, false);

        while (Duration > 0)
        {
            Duration -= Time.deltaTime;
            BubbleText.transform.position = Cam.WorldToScreenPoint(Target.position + Vector3.up * (5 + 1 - ((Duration / TotalDuration) * DeltaY)));
            yield return(new WaitForEndOfFrame());
        }

        Destroy(BubbleText);
    }
Example #15
0
        public void SetDisplayedText(string text, bool isEmpty)
        {
            isEmpty |= string.IsNullOrEmpty(text);

            if (isEmpty)
            {
                text = placeholderText;
            }

            if (displayedText != null)
            {
                displayedText.text = text;
                displayedText.CrossFadeAlpha((isEmpty ? 0.75f : 1f), 0.1f, true);
            }

            if (clearButton != null)
            {
                clearButton.gameObject.SetActive(!isEmpty);
            }
        }
Example #16
0
    public IEnumerator Text(string sentece)
    {
        text.enabled = true;
        text.CrossFadeAlpha(.6f, timeLenght, false);
        text.text = sentece;

        yield return(new WaitForSeconds(timeLenght));

        text.CrossFadeAlpha(0, timeLenght / 3, false);

        yield return(new WaitForSeconds(timeLenght / 3));

        text.text    = "";
        text.enabled = false;
    }
Example #17
0
    public void Onclickbutton()
    {
        if (bloodline > 0)
        {
            move = true;
            Invoke("movebool", 0.5f);//延时0.5s执行movebool

            bloodline = bloodline - 10;

            test.CrossFadeAlpha(100, 0, true);

            Component[] comps = blooddecline.GetComponentsInChildren <Component>();//局部变量
            foreach (Component c in comps)
            {
                if (c is Graphic)
                {
                    (c as Graphic).CrossFadeAlpha(0, duration: 5 / 10f, ignoreTimeScale: false); //只针对graphic才能有这个淡出效果,(目标alpha,淡出时间,bool)
                }
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (comboTimer > 0)
        {
            comboTimer -= Time.deltaTime;
        }
        // combo is over
        else if (comboCounter > 1)
        {
            // Add score
            Scores += ScorePerComboKill * comboCounter;
            UpdateScores();

            // Combo Text
            ComboTextPrefab.text = string.Format("{0}x Combo!", comboCounter);
            ComboTextPrefab.canvasRenderer.SetAlpha(1.0f);
            ComboTextPrefab.CrossFadeAlpha(0f, 2.5f, true);

            // Reset
            comboCounter = 0;
        }
    }
    public void AboutFadeOutScreen()
    {
        startButton.gameObject.SetActive(true);
        muteButton.gameObject.SetActive(true);
        aboutButton.gameObject.SetActive(true);

        logo.CrossFadeAlpha(1.0f, 1.0f, false);
        startButton.CrossFadeAlpha(1.0f, 1.0f, false);
        muteButton.CrossFadeAlpha(1.0f, 1.0f, false);
        aboutButton.CrossFadeAlpha(1.0f, 1.0f, false);
        startText.CrossFadeAlpha(1.0f, 1.0f, false);
        muteText.CrossFadeAlpha(1.0f, 1.0f, false);
        aboutText.CrossFadeAlpha(1.0f, 1.0f, false);


        jobTitle1.CrossFadeAlpha(0.0f, 1.0f, false);
        name1.CrossFadeAlpha(0.0f, 1.0f, false);
        jobTitle2.CrossFadeAlpha(0.0f, 1.0f, false);
        name2.CrossFadeAlpha(0.0f, 1.0f, false);
        aboutMenuBackButton.CrossFadeAlpha(0.0f, 1.0f, false);
        aboutMenuBackButton.gameObject.SetActive(false);
    }
    public IEnumerator FadeWallHitMult()
    {
        BallHitWallMultGameObject.SetActive(true);


        //Set the speed to fade from full alpha to 0 over time (1/10) would be 10 seconds (1/5) 5 seconds, and so on
        fFadeSpeed = (float)1.0 / fFadeDuration;

        WallHitMultGameObject.CrossFadeAlpha(1, 2, false);

        //for loop that fades from 0 alpha to 1 over a time that is the change of time times the fade speed
        for (float fFadeTime = 0.0f; fFadeTime < 1.0f; fFadeTime += Time.deltaTime * fFadeSpeed)
        {
            //Alpha changes over a lerp from 1 to 0 over a time that lasts an amount of fFadeTime
            WallHitMultColor.a = Mathf.Lerp(1, 0, fFadeTime);
            //WallHitMultBGColor.a = Mathf.Lerp(1, 0, fFadeTime);
            //Sets Alpha that does the "fade"
            WallHitMultGameObject.color = WallHitMultColor;
            //WallHitMultBGGameObject.color = WallHitMultBGColor;
            yield return(true);
        }
        BallHitWallMultGameObject.SetActive(false);
    }
Example #21
0
    private void FadeThings()
    {
        startGameButton.GetComponent <Button>().enabled = false;
        startGameButton.GetComponent <Image>().CrossFadeAlpha(0f, 0.5f, false);
        startGameButton.GetComponentInChildren <Text>().CrossFadeAlpha(0f, 0.5f, false);

        selectLevelsButton.GetComponent <Button>().enabled = false;
        selectLevelsButton.GetComponent <Image>().CrossFadeAlpha(0f, 0.5f, false);
        selectLevelsButton.GetComponentInChildren <Text>().CrossFadeAlpha(0f, 0.5f, false);

        controlsButton.GetComponent <Button>().enabled = false;
        controlsButton.GetComponent <Image>().CrossFadeAlpha(0f, 0.5f, false);
        controlsButton.GetComponentInChildren <Text>().CrossFadeAlpha(0f, 0.5f, false);

        quitButton.GetComponent <Button>().enabled = false;
        quitButton.GetComponent <Image>().CrossFadeAlpha(0f, 0.5f, false);
        quitButton.GetComponentInChildren <Text>().CrossFadeAlpha(0f, 0.5f, false);

        titleText.CrossFadeAlpha(0f, 0.5f, false);
        authorText.CrossFadeAlpha(0f, 0.5f, false);
        controlText.CrossFadeAlpha(0f, 0.5f, false);
        versionText.CrossFadeAlpha(0f, 0.5f, false);
    }
Example #22
0
        private void ShowPickupCounter()
        {
            if (pickupIconImage != null)
            {
                pickupIconImage.enabled = true;
                pickupIconImage.canvasRenderer.SetAlpha(0.0f);
                pickupIconImage.CrossFadeAlpha(1.0f, 5.0f, false);
            }

            if (pickupsCurrentText != null)
            {
                pickupsCurrentText.enabled = true;
                pickupsCurrentText.canvasRenderer.SetAlpha(0.0f);
                pickupsCurrentText.CrossFadeAlpha(1.0f, 5.0f, false);
            }

            if (pickupsTotalText != null)
            {
                pickupsTotalText.enabled = true;
                pickupsTotalText.canvasRenderer.SetAlpha(0.0f);
                pickupsTotalText.CrossFadeAlpha(1.0f, 5.0f, false);
            }
        }
Example #23
0
    // Update is called once per frame
    void Update()
    {
        message.text = gameController.message.ToString();

        // If the message was recently changed, chagne
        if (gameController.messageChanged == true)
        {
            displayTimer = gameController.messageOnScreenTimer;
            gameController.messageChanged = false;
        }

        // If things were changed, crossfade the screen out and then reset the message text
        if (displayTimer <= 0)
        {
            message.CrossFadeAlpha(0, gameController.messageOnScreenTimer, false);
            message.text = "";
            message.canvasRenderer.SetAlpha(1f);
        }
        else
        {
            displayTimer -= Time.deltaTime;
        }
    }
Example #24
0
    IEnumerator AnimateMultiplierText()
    {
        float time    = 1;
        float percent = 0;

        float startScale = .2f;

        multiplierText.transform.localScale = Vector3.one * startScale;
        multiplierText.gameObject.SetActive(true);
        multiplierText.color = new Color(multiplierText.color.r, multiplierText.color.g, multiplierText.color.b, 1);
        multiplierText.CrossFadeAlpha(0, time, true);

        while (percent <= 1)
        {
            percent += Time.deltaTime / time;
            multiplierText.transform.localScale = Vector3.one * Mathf.Lerp(startScale, 1, percent);
            //multiplierText.CrossFadeAlpha(

            yield return(null);
        }

        multiplierText.gameObject.SetActive(false);
    }
Example #25
0
    private IEnumerator Start()
    {
        text1 = GameObject.Find("Canvas/Text1").GetComponent <Text>();
        text2 = GameObject.Find("Canvas/Text2").GetComponent <Text>();
        text3 = GameObject.Find("Canvas/Text3").GetComponent <Text>();
        text1.CrossFadeAlpha(0, 0, false);
        text2.CrossFadeAlpha(0, 0, false);
        text3.CrossFadeAlpha(0, 0, false);

        FadeIn1();
        yield return(new WaitForSeconds(0.5f));

        FadeIn2();
        yield return(new WaitForSeconds(1f));

        FadeIn3();
        yield return(new WaitForSeconds(5f));

        FadeOut();
        yield return(new WaitForSeconds(1f));

        SceneManager.LoadScene("PA_1");
    }
Example #26
0
    IEnumerator go()
    {
        for (int i = 0; i < borders.Length; i++)
        {
            borders [i].canvasRenderer.SetAlpha(0f);
        }
        textButton1.canvasRenderer.SetAlpha(0f);
        textButton2.canvasRenderer.SetAlpha(0f);
        yield return(new WaitForSeconds(1f));

        for (int i = 4; i < borders.Length; i++)
        {
            borders [i].CrossFadeAlpha(1f, 0.8f, true);
        }
        textButton1.CrossFadeAlpha(1f, 0.8f, true);
        yield return(new WaitForSeconds(0.1f));

        for (int i = 0; i < 4; i++)
        {
            borders [i].CrossFadeAlpha(1f, 0.8f, true);
        }
        textButton2.CrossFadeAlpha(1f, 0.8f, true);
    }
Example #27
0
 void Start()
 {
     if (guiController.speedmode == false && guiController.newmode == false)
     {
         StartCoroutine(goodluck());
         m_Image.CrossFadeAlpha(0, 0, false);
         speedmodeimage.CrossFadeAlpha(0, 0, false);
         Cursor.visible = false;
     }
     if (guiController.speedmode == true)
     {
         StartCoroutine(speedluck());
         speedmodeimage.CrossFadeAlpha(0, 0, false);
         m_Image.CrossFadeAlpha(0, 0, false);
         Cursor.visible = false;
     }
     if (guiController.sharpmode == true)
     {
         Cursor.visible = false;
         timer.CrossFadeAlpha(0, 0, false);
         timertext.CrossFadeAlpha(0, 0, false);
     }
 }
Example #28
0
    // When a squid wins, all the checkpoint logic is turned off,
    // the lap panels are faded away, the winner screen is brought up
    // for the winner, the losing screen is brought up for the loser,
    // the loser loses control, and the end music is played

    void win(int index)
    {
        checkpointLogic.SetActive(false);
        powerupList.SetActive(false);

        float fadeTime = 0.125F;

        redLapPanel.CrossFadeAlpha(0F, fadeTime, false);
        blueLapPanel.CrossFadeAlpha(0F, fadeTime, false);
        redLapText.CrossFadeAlpha(0F, fadeTime, false);
        blueLapText.CrossFadeAlpha(0F, fadeTime, false);
        redCurrentLapText.CrossFadeAlpha(0F, fadeTime, false);
        blueCurrentLapText.CrossFadeAlpha(0F, fadeTime, false);

        winner  = index;
        winTime = Time.time;
        levelEnd.gameObject.SetActive(true);
        levelEnd.localPosition = new Vector3(0, (index - 0.5F) * Screen.height * -0.5F, 0);
        levelEndText[0].text   = ((index == 0) ? "Red " : "Blue ") + "Wins!";
        levelEndText[0].color  = ((index == 0) ? Color.red : Color.blue);
        float boostAccuracy = ((float)boostProgress[index] / curProgress[index]) * 100F;

        levelEndText[1].text = "Boost Accuracy: " + boostAccuracy.ToString("F2") + "%";

        if (index == 0)
        {
            blueLose.CrossFadeAlpha(0.8F, fadeTime, false);
        }
        else
        {
            redLose.CrossFadeAlpha(0.8F, fadeTime, false);
        }
        squids[1 - index].setControl(0);
        squids[1 - index].setPowerupAmount(0);

        audioLogic.playEndMusic();
    }
Example #29
0
    IEnumerator Appear()
    {
        indicatorText3.CrossFadeAlpha(1.0f, 0.5f, false);
        indicatorBox3.CrossFadeAlpha(1.0f, 0.5f, false);
        indicatorLine3.CrossFadeAlpha(1.0f, 0.5f, false);
        yield return(new WaitForSeconds(1));

        indicatorText2.CrossFadeAlpha(1.0f, 0.5f, false);
        indicatorBox2.CrossFadeAlpha(1.0f, 0.5f, false);
        indicatorLine2.CrossFadeAlpha(1.0f, 0.5f, false);
        yield return(new WaitForSeconds(1));

        indicatorText4.CrossFadeAlpha(1.0f, 0.5f, false);
        indicatorBox4.CrossFadeAlpha(1.0f, 0.5f, false);
        indicatorLine4.CrossFadeAlpha(1.0f, 0.5f, false);
        yield return(new WaitForSeconds(1));

        indicatorText1.CrossFadeAlpha(1.0f, 0.5f, false);
        indicatorBox1.CrossFadeAlpha(1.0f, 0.5f, false);
        indicatorLine1.CrossFadeAlpha(1.0f, 0.5f, false);
        yield return(new WaitForSeconds(3));

        indicatorText1.GetComponent <Text>().enabled  = false;
        indicatorText2.GetComponent <Text>().enabled  = false;
        indicatorText3.GetComponent <Text>().enabled  = false;
        indicatorText4.GetComponent <Text>().enabled  = false;
        indicatorBox1.GetComponent <Image>().enabled  = false;
        indicatorBox2.GetComponent <Image>().enabled  = false;
        indicatorBox3.GetComponent <Image>().enabled  = false;
        indicatorBox4.GetComponent <Image>().enabled  = false;
        indicatorLine1.GetComponent <Image>().enabled = false;
        indicatorLine2.GetComponent <Image>().enabled = false;
        indicatorLine3.GetComponent <Image>().enabled = false;
        indicatorLine4.GetComponent <Image>().enabled = false;
        fog.GetComponent <Image>().enabled            = false;
        yield return(new WaitForEndOfFrame());
    }
Example #30
0
 void LateUpdate()
 {
     if (manager.gameObject.GetComponent <ManagerScript>().Return_if_paused() == false)
     {
         text.enabled = true;
         if (timer < 3f)
         {
             timer += Time.deltaTime;
         }
         if (timer > 3f)
         {
             timer         = 0;
             fade_the_text = true;
         }
         if (fade_the_text == true)
         {
             text.CrossFadeAlpha(0f, .5f, false);
         }
     }
     else
     {
         text.enabled = false;
     }
 }
Example #31
0
 /// <summary>
 ///
 /// </summary>
 public void UpdateRoomList()
 {
     if (!isConnected)
     {
         return;
     }
     RoomListText.canvasRenderer.SetAlpha(0);
     RoomListText.CrossFadeAlpha(1, 2, true);
     //Removed old list
     if (CacheRoomList.Count > 0)
     {
         foreach (GameObject g in CacheRoomList)
         {
             Destroy(g);
         }
         CacheRoomList.Clear();
     }
     //Update List
     RoomInfo[] ri = PhotonNetwork.GetRoomList();
     if (ri.Length > 0)
     {
         RoomListText.text = string.Empty;
         for (int i = 0; i < ri.Length; i++)
         {
             GameObject r = Instantiate(RoomInfoPrefab) as GameObject;
             CacheRoomList.Add(r);
             r.GetComponent <bl_RoomInfo>().GetInfo(ri[i]);
             r.transform.SetParent(RoomPanel, false);
             Debug.Log("Update");
         }
     }
     else
     {
         RoomListText.text = "생성된 게임이 없습니다, 새로 생성하세요";
     }
 }
    private IEnumerator talk(int num)
    {
        while (speakLocked)
        {
            yield return(null);
        }
        voice.text = lines[num];
        if (voice.text == null)
        {
            StopCoroutine(talk(num));
        }
        speakLocked = true;
        yield return(new WaitForSeconds(1.0f));

        voice.CrossFadeAlpha(1.0f, 2.0f, false);
        yield return(new WaitForSeconds(3.0f));

        voice.CrossFadeAlpha(0.0f, 2.0f, false);
        yield return(new WaitForSeconds(2.0f));

        speakLocked = false;
    }
Example #33
0
 void FeedBackOk(string mensagem)
 {
     feedbackmsg.CrossFadeAlpha(100f, 0f, false);
     feedbackmsg.color = Color.green;
     feedbackmsg.text  = mensagem;
 }
 // Use this for initialization
 void Start()
 {
     cachedText = this.GetComponent<Text>();
     cachedText.CrossFadeAlpha(0, DestroyAfter, true);
     Destroy(this.gameObject, DestroyAfter + 0.5f);
 }
Example #35
0
 IEnumerator FadeOut(GameObject FadingPanel, Text FadingText)
 {
     yield return new WaitForSeconds(FadeTimer);
     FadingPanel.GetComponent<Image>().CrossFadeAlpha(0f, (Time.deltaTime * 100), false);
     FadingText.CrossFadeAlpha(0f, (Time.deltaTime * 100), false);
     NodeToDelete.SetActive(false);
 }
 IEnumerator FlashText(Text txt, int times)
 {
     yield return new WaitForSeconds(0.25f);
     int i = 0;
     while (i < times) {
         txt.CrossFadeAlpha(0.0f, 0.2f, false);
         yield return new WaitForSeconds(0.2f);
         txt.CrossFadeAlpha(1.0f, 0.2f, false);
         yield return new WaitForSeconds(0.2f);
         i += 1;
     }
 }