/// <summary>
        /// <para>
        /// This function is called whenever the app is switching from another state to this.
        /// Base function must be called at the end of the override.
        /// </para>
        /// <example>At the end of the override function, call this:
        /// <code>
        /// yield return StartCoroutine(base.AnimateTransitionIn(onTransitionCompleted));
        /// </code>
        /// </example>
        /// </summary>
        /// <param name="onTransitionCompleted">Callback to be executed when transition is complete.</param>
        /// <returns>Animation <see cref="IEnumerator"/>.</returns>
        protected virtual IEnumerator AnimateTransitionIn(OnTransitionCompleted onTransitionCompleted)
        {
            // Set transition flag
            IsTransitioning = false;

            Debug.Log($"[{name}] In transition of {name} completed.");

            yield return(null);

            // Execute callbacks
            onTransitionCompleted?.Invoke();
            OnTransitionInCompleted?.Invoke();
        }
        /// <summary>
        /// <para>
        /// This function is called whenever the app is switching from this state to another.
        /// Base function must be called at the end of the override.
        /// </para>
        /// <example>At the end of the override function, call this:
        /// <code>
        /// yield return StartCoroutine(base.AnimateTransitionOut(onTransitionCompleted));
        /// </code>
        /// </example>
        /// </summary>
        /// <param name="onTransitionCompleted">Callback to be executed when transition is complete.</param>
        /// <returns>Animation <see cref="IEnumerator"/>.</returns>
        protected virtual IEnumerator AnimateTransitionOut(OnTransitionCompleted onTransitionCompleted)
        {
            // Set transition flag
            IsTransitioning = false;

            Debug.Log($"[{name}] Out transition of {name} completed.");

            yield return(null);

            // Execute callbacks
            onTransitionCompleted?.Invoke();
            OnTransitionOutCompleted?.Invoke();

            // Hide itself
            gameObject.SetActive(false);
        }
Exemple #3
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    private void ClearUp()
    {
        if (Instance == null)
        {
            return;
        }

        OnTransitionCompleted?.Invoke();

        OnTransitionStarted   = null;
        OnTransitionCompleted = null;

        m_dst = -1;

        m_transitionCamera.enabled = false;
    }
    private IEnumerator GotoCreateAccount()
    {
        float val = 0.0f;

        while (Mathf.Approximately(val, 1.0f) == false)
        {
            val = Mathf.MoveTowards(val, 1.0f, transitionSpeed * Time.deltaTime);
            for (int i = 0; i < forms.Length; i++)
            {
                forms[i].Execute(val);
            }

            yield return(null);
        }

        OnTransitionCompleted?.Invoke();
        RaycastBlocker.Unblock();
    }
Exemple #5
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        private IEnumerator DoTransition(mg_jr_Penguin _penguin, OnTransitionCompleted _completionCallback)
        {
            Assert.NotNull(_penguin, "Penguin must be provided");
            Minigame miniGame = MinigameManager.GetActive();

            miniGame.PlaySFX(mg_jr_Sound.UI_TURBO_MODE_START.ClipName());
            m_speedLineFX.StartLines(mg_jr_SpeedLineScreenFx.LineStartMode.RANDOM_POSITION);
            _penguin.StartTransition();
            miniGame.PlaySFX(mg_jr_Sound.PLAYER_EXPLODE.ClipName());
            yield return(StartCoroutine(FlashWhite(0.1f)));

            yield return(new WaitForSeconds(2f));

            yield return(StartCoroutine(FlashWhite(0.1f)));

            _penguin.EndTransition();
            m_speedLineFX.StopLinesImmediately();
            miniGame.PlaySFX(mg_jr_Sound.UI_TURBO_MODE_END.ClipName());
            base.gameObject.SetActive(value: false);
            _completionCallback?.Invoke();
        }
        /// <inheritdoc />
        public async Task DoSceneTransition(IEnumerable <Func <Task> > sceneOperations, IProgressIndicator progressIndicator = null)
        {
            if (TransitionInProgress)
            {
                throw new Exception("Attempting to do a transition while one is already in progress.");
            }

            #region Transition begin

            TransitionInProgress = true;
            OnTransitionStarted?.Invoke();

            if (progressIndicator == null && sceneTransitionServiceProfile.UseDefaultProgressIndicator)
            {   // If we haven't been given a progress indicator, and we're supposed to use a default
                // find / create the default progress indicator
                CreateDefaultProgressIndicator();
                progressIndicator = defaultProgressIndicator;
            }

            if (UseFadeColor)
            {
                await FadeOut();
            }

            if (progressIndicator != null)
            {
                await progressIndicator.OpenAsync();
            }

            #endregion

            #region Task execution

            // Make sure we're on the main thread

            foreach (Func <Task> sceneOperation in sceneOperations)
            {
                await sceneOperation();
            }

            #endregion

            #region Transition end

            // If we used a progress indicator, close it
            if (progressIndicator != null)
            {
                await progressIndicator.CloseAsync();
            }


            if (UseFadeColor)
            {
                await FadeIn();
            }

            TransitionInProgress = false;
            OnTransitionCompleted?.Invoke();

            #endregion
        }
Exemple #7
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 public void CompleteTask()
 {
     OnTransitionCompleted?.Invoke();
 }