/** * Starts shows UI for Playing (fade in needed elements / fades out not needed) */ internal void ShowPlayUI() { _isPlaying = true; aboutPanel.SetActive(false); _scoreTextFader.Fade(true, .15f); _scoreTextShadowFader.Fade(true, .15f); menuManager.SetSound(_isSoundOn); menuManager.FadeOutMenu(); }
public void toLogin() { loginFade.Fade(FadeTransition.In); loginFade.GetComponent <CanvasGroup>().interactable = true; loginFade.GetComponent <CanvasGroup>().blocksRaycasts = true; signUpFade.Fade(FadeTransition.Out); signUpFade.GetComponent <CanvasGroup>().interactable = false; signUpFade.GetComponent <CanvasGroup>().blocksRaycasts = false; }
}//end of AddToTime private void GameOverScreen() { gameActive = false; FindObjectOfType <AudioManager>().Stop("LevelTheme"); // Stops Level Theme and plays GameOverJingle FindObjectOfType <AudioManager>().Play("GameOverJingle", PlayerPrefs.GetFloat("MusicVol")); //Set the canvas to the in-game screen and fade it out with a coroutine canvGroup = inGameUI.GetComponent <CanvasGroup>(); uiFader.Fade(canvGroup, false); //Set the canvas to the current screen and fade it in with a coroutine canvGroup = gameOverUI.GetComponent <CanvasGroup>(); uiFader.Fade(canvGroup, true); }//end of GameOverScreen
public void showLimit(PieceType type = PieceType.Attack){ int lvl = GameManager.instance.UserInfoAct.userLvl+1; switch(menuCustomeAct){ case "armesMelee": textLimit.text = nbPieceAtt.ToString() + " / " + _tPieceLimite[type][lvl]; break; case "defense": textLimit.text = nbPieceDef.ToString() + " / " + _tPieceLimite[type][lvl]; break; case "roues": textLimit.text = nbPieceMove.ToString() + " / " + _tPieceLimite[type][lvl]; break; } fadeLimit.Fade(FadeTransition.In); }
//shows a menu by name public void ShowMenu(string name, bool disableAllScreens) { if (disableAllScreens) { DisableAllScreens(); } GameObject UI_Gameobject = null; foreach (UI_Screen UI in UIMenus) { if (UI.UI_Name == name) { UI_Gameobject = UI.UI_Gameobject; } } if (UI_Gameobject != null) { UI_Gameobject.SetActive(true); } else { Debug.Log("no menu found with name: " + name); } //fadeIn if (UI_fader != null) { UI_fader.gameObject.SetActive(true); } UI_fader.Fade(UIFader.FADE.FadeIn, 1f, .3f); }
//restarts the current level void RestartLevel() { Time.timeScale = 1; //LETHAL FORCES if (!restartInProgress) { restartInProgress = true; //sfx GlobalAudioPlayer.PlaySFX("ButtonStart"); //button flicker ButtonFlicker bf = GetComponentInChildren <ButtonFlicker>(); if (bf != null) { bf.StartButtonFlicker(); } //fade out fader.Fade(UIFader.FADE.FadeOut, 0.5f, 0.5f); //reload level Invoke("RestartScene", 1f); } }
/** * Fades Out Game Menu */ internal void FadeOutMenu() { gameTitleFader.Fade(false, fadeOutDuration); FadeAll(false, fadeOutDuration); newHighScoreFader.Fade(false, fadeOutDuration); if (_isSoundOff) { soundOffFader.Fade(false, 0f); soundOnFader.Fade(false, fadeOutDuration); } else { soundOnFader.Fade(false, 0f); soundOffFader.Fade(false, fadeOutDuration); } }
/** * Fades In Game Menu */ internal void FadeInMenu() { soundOffFader.Fade(false, 0); soundOnFader.Fade(false, 0); FadeAll(true, fadeInDuration); FadeInSound(); }
private IEnumerator changeScenefade(Scenes scene) { sliderLoad.value = 100; content.Fade(FadeTransition.Out); yield return(new WaitForSeconds(0.5f)); GameManager.instance.changeScene(scene); yield return(null); }
IEnumerator LoadSceneCoroutine(string sceneName) { loadSceneInProgress = true; //Fade out screen UIFader fader = GameObject.FindObjectOfType <UIFader>(); if (fader != null) { fader.Fade(UIFader.FADE.FadeOut, 0.4f, 0.4f); } yield return(new WaitForSeconds(1f)); //Load new scene SceneManager.LoadScene(sceneName); loadSceneInProgress = false; }
/// <summary> /// 重打当前关卡 /// </summary> void RestartLevel() { if (!restartInProgress) { restartInProgress = true; //播放音效 GlobalAudioPlayer.PlaySFX("ButtonStart"); ButtonFlicker bf = GetComponentInChildren <ButtonFlicker>(); if (bf != null) { bf.StartButtonFlicker(); } fader.Fade(UIFader.FADE.FadeOut, 0.5f, 0.5f); Invoke("RestartScene", 1f); } }
// Use this for initialization void Start() { uiFader = this.GetComponent<UIFader>(); uiFader.Fade(0, 0, EasingFunctions.TYPE.Out); }
void ShowGameOverScrn() { fader.Fade(UIFader.FADE.FadeOut, .5f, 1); Invoke("ShowText", 1.4f); }
private IEnumerator Start() { yield return(StartCoroutine(LoadSceneAndSetActive(startingSceneName))); StartCoroutine(uiFader.Fade(0f, 0f, false)); }
private void Start() { StartCoroutine(uiFader.Fade(0, 0, false)); }
void FadeIn() { UI_Fader.Fade(UIFader.FADE.FadeIn, .5f, 0f); }
void ShowLevelCompleteScrn() { fader.Fade(UIFader.FADE.FadeOut, .5f, 1); Invoke("ShowText", 1.4f); }
void Start() { content.Fade(FadeTransition.In); }