private IEnumerator PulseLight() { isLit = true; yield return(new WaitForEndOfFrame()); yield return(new WaitForEndOfFrame()); yield return(new WaitForEndOfFrame()); if (fixedOn) { lampTrigger.OnLit(); } else { isLit = false; OnProximityFailed(); } yield return(StartCoroutine(UtilFunctions.LerpCoroutine(LightSetting, 0, PULSE_PROPORTION, PULSE_TIME))); if (fixedOn) { yield return(StartCoroutine(UtilFunctions.LerpCoroutine(LightSetting, PULSE_PROPORTION, 1, PULSE_TIME))); } else { yield return(StartCoroutine(UtilFunctions.LerpCoroutine(LightSetting, PULSE_PROPORTION, 0, PULSE_TIME))); } }
// Used for turning from on state to off public virtual void LightOff() { isLit = false; float start = (currentIntensity - MIN_INTENSITY) / (MAX_INTENSITY - MIN_INTENSITY); StartCoroutine(UtilFunctions.LerpCoroutine(LightSetting, start, 0, LIGHT_OFF_TIME)); }
private void Start() { audioSource = GetComponent <AudioSource>(); audioSource.volume = 0; audioSource.loop = true; crossAudio = this.gameObject.AddComponent <AudioSource>(); crossAudio.loop = true; StartCoroutine(UtilFunctions.LerpCoroutine(FadeTheme, 0, 1, FADE_IN_TIME)); }
public IEnumerator CrossFadeOutMix(float fadeTime) { yield return(StartCoroutine(UtilFunctions.LerpCoroutine(CrossFade, .5f, 1f, fadeTime))); mainMaxAudio = mainTrueMax; if (mainMaxAudio != audioSource.volume) { float start = audioSource.volume / mainMaxAudio; float fade = FADE_IN_TIME * (1 - start); yield return(StartCoroutine(UtilFunctions.LerpCoroutine(FadeTheme, start, 1, fade))); } }
public IEnumerator CrossFadeInMix(AudioClip audioClip, float fadeTime, float newAudioMaxVolume) { crossAudio.volume = 0; crossAudio.clip = audioClip; crossAudio.Play(); mainTrueMax = mainMaxAudio; mainMaxAudio = audioSource.volume; crossMaxAudio = newAudioMaxVolume; yield return(StartCoroutine(UtilFunctions.LerpCoroutine(CrossFade, 1, .5f, fadeTime))); }
private void OnTriggerExit2D(Collider2D other) { if (other.gameObject.tag == "Player") { lantern.LightableLampsUpdate(this, false); if (lampType == LampType.PROXIMITY && !fixedOn && isLit) { isLit = false; StartCoroutine(UtilFunctions.LerpCoroutine(LightSetting, 1, 0, DELIGHT_TIME)); } } }
public override void RunEvent() { if (!triggered) { triggered = true; int[] values = { 0, 1 }; if (!fadeInText) { Array.Reverse(values); } StartCoroutine(UtilFunctions.LerpCoroutine(FadeText, values[0], values[1], fadeTime)); } }
private void SetRespawnColor(bool state) { if (!hiddenSpawn) { int[] values = { 0, 1 }; if (!state) { Array.Reverse(values); } StartCoroutine(UtilFunctions.LerpCoroutine(ColorChange, values[0], values[1], COLOR_CHANGE_TIME)); } }
private IEnumerator TextChanges() { foreach (string message in messages) { currentMessage = GenerateText(message); StartCoroutine(UtilFunctions.LerpCoroutine(SizeText, 0, 1, fadeInTime + fadeOutTime)); yield return(StartCoroutine(UtilFunctions.LerpCoroutine(FadeText, 0, 1, fadeInTime))); yield return(StartCoroutine(UtilFunctions.LerpCoroutine(FadeText, 1, 0, fadeInTime))); Destroy(currentMessage.gameObject); } }
public IEnumerator SwitchMusic(AudioClip audioClip, float fadeTime, float newAudioMaxVolume) { crossAudio.volume = 0; crossAudio.clip = audioClip; crossAudio.Play(); crossMaxAudio = audioSource.volume; mainMaxAudio = newAudioMaxVolume; AudioSource temp = audioSource; audioSource = crossAudio; crossAudio = temp; yield return(StartCoroutine(UtilFunctions.LerpCoroutine(CrossFade, 0, 1, fadeTime))); }
private IEnumerator PlayerDeath() { controller.StopInput(); alive = false; playerCollider.enabled = false; StartCoroutine(UtilFunctions.LerpCoroutine(lantern.SetLightFraction, 1, 0, DEATH_TIME / 2)); yield return(StartCoroutine(UtilFunctions.LerpCoroutine(PlayerFade, 1, 0, DEATH_TIME))); yield return(new WaitForSeconds(RESPAWN_WAIT)); CinemachineVirtualCamera followCamera = FindObjectOfType <CinemachineVirtualCamera>(); followCamera.Follow = this.transform; transform.position = respawn.transform.position; StartCoroutine(UtilFunctions.LerpCoroutine(lantern.SetLightFraction, 0, 1, RESPAWN_TIME)); yield return(StartCoroutine(UtilFunctions.LerpCoroutine(PlayerFade, 0, 1, RESPAWN_TIME))); playerCollider.enabled = true; controller.StartInput(); alive = true; }
private IEnumerator CameraShake() { yield return(new WaitForSeconds(shakeDelay)); yield return(StartCoroutine(UtilFunctions.LerpCoroutine(UpdateIntensity, 1, 0, shakeDuration))); }