// Fade transition from plain egg to scene egg. // void FadeToSceneEgg() { // // At which point after the egg starts falling does the SceneEgg start fading in over the plain egg. // fadeSceneEggTimer += Time.deltaTime; // if (fadeSceneEggTimer >= fadeSceneEggTime) { // sceneEggFadeScript.FadeIn(); // thisEggFadeScript.FadeOut(); // fadeToSceneEgg = false; // } // // Start the egg trail FX // trailPartSys.Play(); // } // White flash transition from plain egg to scene egg. void FadeToSceneEgg() { // At which point after the egg starts falling does the egg flash white. fadeSceneEggTimer += Time.deltaTime; if (fadeSceneEggTimer >= flashEggTime && !eggFlashed) { spriteColorFadeScript.FlashIn(); eggFlashed = true; } if (fadeSceneEggTimer >= spriteColorFadeScript.flashInDur + spriteColorFadeScript.autoFlashOutDelay + flashEggTime && !eggBurst) { sceneEggFadeScript.ResetAlpha(1f); // Move and play the egg transform FX. burstPartSys.transform.position = this.transform.position; burstPartSys.Play(); // AUDIO - PLAIN EGG BECOMES SCENE EGG (Particle effects included)! //AUDIO - EGG transforming audioIntroScript.introEggPopTransformSFX(); eggBurst = true; // Start the egg trail FX. trailPartSys.Play(); } if (fadeSceneEggTimer >= spriteColorFadeScript.flashInDur + spriteColorFadeScript.autoFlashOutDelay + spriteColorFadeScript.flashOutDur + flashEggTime) { thisEggFadeScript.ResetAlpha(0f); fadeSceneEggTimer = 0f; fadeToSceneEgg = false; eggFlashed = false; //fallOffScreen = true; hoverBeforeFall = true; } }
// Update is called once per frame void Update() { if (activeClam && !activeSprite) { currentTime += Time.deltaTime; if (currentTime > lifeTimedelay) { myFade.ResetAlpha(0); mySprite.enabled = true; activeSprite = true; myFade.FadeIn(); //bubbles sounds .. audioBeachPuzzleScript = GameObject.Find("Audio").GetComponent <AudioSceneBeachPuzzle>(); audioBeachPuzzleScript.BubblePopSFX(); } } if (activeSprite) { currentTime += Time.deltaTime; if (currentTime < (lifeTime + lifeTimedelay) && currentTime > lifeTimedelay) { float yPos = gameObject.transform.localPosition.y + (Time.deltaTime * Speed); float xPos = curveTrail.Evaluate(currentTime + lifeTimedelay) * curveMultiplier; Vector3 newPos = new Vector3(xPos, yPos, gameObject.transform.localPosition.z); gameObject.transform.localPosition = newPos; } else { if (!fadeInOutSprite) { myFade.FadeOut(); fadeInOutSprite = true; } currentTime = 0; bubblePopFX.transform.position = this.transform.position; var bubMain = bubblePopFX.main; bubMain.startSize = bubbleSize + 0.2f; bubblePopFX.Play(); mySprite.enabled = false; gameObject.transform.localPosition = StartPosition; activeSprite = false; activeClam = false; } } }