public void GoChaseCar() { ParetTime.SetActive(false); timeCurrentDay.StopTimeDay(); ParentFade.SetActive(true); StartCoroutine(FadeIn(1f, 2)); }
private IEnumerator FadeOut(float aValue) { var alpha = ImageFade.color.a; for (var t = 1.0f; t > 0f; t -= Time.deltaTime) { print(alpha); var newColor = new Color(0, 0, 0, Mathf.Lerp(aValue, alpha, t)); ImageFade.color = newColor; yield return(null); } ParentFade.SetActive(false); if (CurrentFineCar >= MaxCountFineCar) { endLevel.CheckResult(MaxCountFineCar, CurrentFineCar, Mathf.FloorToInt(timeCurrentDay.TimeSeconds)); } }
public void GoFadeToCar(GameObject _GM_Car) { CurrentCar = _GM_Car; ParentFade.SetActive(true); int rand = Random.Range(0, 3); if (CurrentCar.GetComponent <MoveCar>().IsSpeedCar) { rand = 2; CurrentCar.GetComponent <MoveCar>().SpeedMove = 120f; } if (rand < 2) { if (CurrentCar.GetComponent <MoveCar>().IsTaskedCar) { StartCoroutine(FadeIn(1f, 0)); } else { SetCarAndMan(); } } else { if (CurrentCar.GetComponent <MoveCar>().IsTaskedCar) { CurrentCar.tag = "CurCar"; CurrentCar.GetComponent <MoveCar>().IsTarget = true; CurrentCar.GetComponent <MoveCar>().EnableBoxCollider2(); GoChaseCar(); } else { SetCarAndMan(); } } }
public void GoFadeDefaulCam() { ParentFade.SetActive(true); StartCoroutine(FadeIn(1f, 1)); }