void Setup() { isActive = true; player.SetGoWalkMode(DeskPos, AnimDuration); fade = gameObject.AddComponent <SimpleFade>(); fade.Setting(2.0f, panel, GameDirector.IsClearGame()); fade.set(false); }
private void Awake() { Instance = this; transition = 0.0f; //Debug.Log(transition); fadeImage.color = new Color(1, 1, 1, 0); defaultColor = new Color(1, 1, 1, 0); //Fade(false, 2.0f); }
public static bool Prefix_SimpleFade_Init(SimpleFade __instance) { if (!boolState.Get("No Fade Animations", true)) { return(true); } __instance.ForceEnd(); return(false); }
private static void SimpleFadeUpdate(SimpleFade __instance) { if (FadeColor.Value != Color.white) { __instance._Color = FadeColor.Value; } if (DisableFade.Value) { __instance.ForceEnd(); } }
internal static bool SimpleFadeUpdate(SimpleFade __instance) { if (UpdateColor) { __instance._Color = FadeColor.Value; } if (DisableFade.Value) { __instance.ForceEnd(); return(false); } return(true); }
public override void Do() { base.Do(); int num1 = 0; this.fade = (SimpleFade)Singleton <Scene> .Instance.sceneFade; SimpleFade fade1 = this.fade; string[] args1 = this.args; int index1 = num1; int num2 = index1 + 1; int num3 = !args1[index1].Compare("in", true) ? 1 : 0; fade1._Fade = (SimpleFade.Fade)num3; this.bkFadeTime = this.fade._Time; string[] args2 = this.args; int index2 = num2; int num4 = index2 + 1; Action <string> act = (Action <string>)(s => this.fade._Time = float.Parse(s)); args2.SafeProc(index2, act); string[] args3 = this.args; int index3 = num4; int num5 = index3 + 1; string self1 = args3[index3]; if (!self1.IsNullOrEmpty()) { this.fade._Color = self1.GetColor(); } string[] args4 = this.args; int index4 = num5; int num6 = index4 + 1; string self2 = args4[index4]; if (!self2.IsNullOrEmpty()) { SimpleFade fade2 = this.fade; string assetBundleName = self2; string[] args5 = this.args; int index5 = num6; int num7 = index5 + 1; string assetName = args5[index5]; System.Type type = typeof(Texture2D); Texture2D asset = AssetBundleManager.LoadAsset(assetBundleName, assetName, type, (string)null).GetAsset <Texture2D>(); fade2._Texture = asset; } this.fade.Init(); }
void Start() { fadeManager = SimpleFade.Instance; //initial check if there is anything already accidentally loaded if (Application.isEditor) { for (int i = 0; i < SceneManager.sceneCount; i++) { Scene loadedScene = SceneManager.GetSceneAt(i); //make sure level contains word Maze if (loadedScene.name.Contains("Maze")) { SceneManager.SetActiveScene(loadedScene); loadedLevelBuildIndex = loadedScene.buildIndex; return; } } } }
void Start() { simpleFade = SimpleFade.Instance; }
public void Load(SimpleFade fade) { fade._Color = fade._Color.Get(this.color, false, true, true, true); fade._Time = this.time; fade._Texture = this.texture; }
public FadeData(SimpleFade fade) { this.color = fade._Color; this.time = fade._Time; this.texture = fade._Texture; }
public FadeInOut(SimpleFade fade) { this.inTime = this.outTime = fade._Time; this.inColor = this.outColor = fade._Color; }