public virtual void SetState(TransitionStates _state) { State = _state; switch (_state) { case TransitionStates.ToReady: OnChangeToReady(); break; case TransitionStates.Ready: OnChangeReady(); break; case TransitionStates.ToFinish: OnChangeToFinish(); break; case TransitionStates.Finish: OnChangeFinish(); break; } if (onStateChanged != null) { onStateChanged(State); } }
public void ToNextState(string a_sOutroText, string a_sIntroText) { m_TranState = TransitionStates.PlayingOutro; m_sIntroText = a_sIntroText; m_TranTextObject.text = a_sOutroText; }
public void SetTransitionState(TransitionStates passState) { currentState = passState; switch (currentState) { case TransitionStates.waiting: blackCover.gameObject.SetActive(false); //Debug.Log("turnOff"); break; case TransitionStates.fading: blackCover.gameObject.SetActive(true); darkenFrames = maxDarkenFrames; transitionFrames = maxTransitionFrames; blackCover.color = new Color(blackCover.color.r, blackCover.color.g, blackCover.color.b, 0); GameObject.FindGameObjectWithTag("player").GetComponent <Movement>().enabled = false; break; case TransitionStates.unfading: darkenFrames = 0; transitionFrames = 0; blackCover.color = new Color(blackCover.color.r, blackCover.color.g, blackCover.color.b, 1); break; default: break; } }
// Start is called before the first frame update void Start() { m_TranState = 0; m_fCurrentTranTime = 0.0f; m_sIntroText = "BattleStart"; m_TranTextObject.text = m_sIntroText; m_TextColor = m_TranTextObject.color; }
// Update is called once per frame void Update() { if (InTransition) { m_fCurrentTranTime += Time.deltaTime; float transparency = (m_cTranTime - m_fCurrentTranTime) / m_cTranTime; m_TextColor = new Color(m_TextColor.r, m_TextColor.g, m_TextColor.b, transparency); m_TranTextObject.color = m_TextColor; if (m_fCurrentTranTime >= m_cTranTime) { m_TranState = m_TranState == TransitionStates.PlayingOutro ? TransitionStates.PlayingIntro : m_TranState + 1; if (m_TranState == TransitionStates.PlayingIntro) { m_TranTextObject.text = m_sIntroText; } m_fCurrentTranTime = 0.0f; } } }