void Start() { anim = new SpriteColorLerpCoroutine( gameObject, new Color(255f, 255f, 255f, 1f), new Color(255f, 255f, 255f, 0f), FadeAnimationTime ); StartCoroutine(Cycle()); }
IEnumerator PlayerEnterPortalCoroutine(GameObject player) { SpriteColorLerpCoroutine anim = new SpriteColorLerpCoroutine(player, new Color(255f, 255f, 255f, 1f), new Color(255f, 255f, 255f, 0f), EnterPortalTime); //fade out player.GetComponent <Rigidbody2D>().velocity = Vector3.zero; player.GetComponent <Rigidbody2D> ().angularVelocity = 0f; player.GetComponent <Rigidbody2D> ().isKinematic = true; StartCoroutine(anim.AnimationCoroutine()); yield return(new WaitForSeconds(EnterPortalTime)); player.transform.position = new Vector3(toPortal.gameObject.transform.position.x, toPortal.gameObject.transform.position.y, player.transform.position.z); //fade in StartCoroutine(anim.AnimationCoroutine(back: true)); yield return(new WaitForSeconds(EnterPortalTime)); player.GetComponent <Rigidbody2D> ().isKinematic = false; }
void Start() { number = (Instantiate(prefab, transform.position, Quaternion.identity) as GameObject); number.transform.parent = transform.parent; number.SetActive(false); colorAnimation = new SpriteColorLerpCoroutine( number, new Color(255f, 255f, 255f, 1f), new Color(255f, 255f, 255f, 0f), moveTime ); transformAnimation = new TransformLerpCoroutine( number, transform.localPosition, driftToPos, moveTime, local: true ); StartCoroutine(Cycle()); }