public void switchScene(string inputScene) { if (!m_CameraFade.IsFading) { StartCoroutine(m_CameraFade.BeginFadeOut(true)); SceneManager.LoadScene(inputScene, LoadSceneMode.Single); } }
private IEnumerator StartPhase() { // Make sure the Outro UI is not being shown and the intro UI is. StartCoroutine(m_UIController.ShowIntroUI()); StartCoroutine(m_UIController.HideOutroUI()); m_CameraContainer.transform.position = new Vector3(0, 0, 0); // To make sure the user is facing the right way show the arrows. m_GuiArrows.Show(); // Turn off the fog whilst showing the intro. RenderSettings.fog = false; // Make sure the game is stopped for the flyer's health. m_HealthController.StopGame(); // Since a selection slider is being used, hide the radial and show the reticle. m_SelectionSlider.gameObject.SetActive(true); m_SelectionRadial.Hide(); m_Reticle.Show(); m_FlyerMovementController.m_Speed = 70f; m_flyerPlayership.SetActive(false); // The user should hold Fire1 for the selection slider so turn on warnings for tapping. m_InputWarnings.TurnOnDoubleTapWarnings(); m_InputWarnings.TurnOnSingleTapWarnings(); // In order wait for the selection slider to fill, then the intro UI to hide, then the camera to fade out. yield return(StartCoroutine(m_SelectionSlider.WaitForBarToFill())); yield return(StartCoroutine(m_UIController.HideIntroUI())); yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false))); // Once the screen has faded out, we can hide UI elements we don't want to see anymore like the arrows and reticle. m_GuiArrows.Hide(); m_Reticle.Hide(); // Turn the fog back on so spawned objects won't appear suddenly. RenderSettings.fog = true; // The user now needs to tap to fire so turn off the warnings. m_InputWarnings.TurnOffDoubleTapWarnings(); m_InputWarnings.TurnOffSingleTapWarnings(); // Now wait for the screen to fade back in. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false))); }
private IEnumerator FadeToScene(string sceneName) { if (Camera.main != null) { VRCameraFade cameraFade = Camera.main.gameObject.GetComponent <VRCameraFade>(); if (cameraFade != null) { yield return(StartCoroutine(cameraFade.BeginFadeOut(false))); } } //check to see if we were the scene that we preloaded if (!string.IsNullOrEmpty(_sceneName)) { if (_sceneName == sceneName) { while (_curScene.progress <= 0.89f) { yield return(null); } _curScene.allowSceneActivation = true; } else { LoadSceneNormal(sceneName); } } else { LoadSceneNormal(sceneName); } }
private IEnumerator ActivateButton() { // If the camera is already fading, ignore. if (m_CameraFade.IsFading) { yield break; } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); Debug.Log(m_InteractiveItem.gameObject.name); Debug.Log(oldLocation); if (m_InteractiveItem.gameObject.name == "Exit") { PlayerState playerState = player.GetComponent <PlayerState>(); player.transform.position = playerState.oldLocation; GameObject navPanel = GameObject.Find("NavPanel"); GotoNavigationPortal gotoNavigationPortal = navPanel.GetComponent <GotoNavigationPortal>(); gotoNavigationPortal.inNavigation = false; } else { player.transform.position = new Vector3(loc_X, loc_Y, loc_Z); } yield return(StartCoroutine(m_CameraFade.BeginFadeIn(true))); }
IEnumerator DoTransition() { yield return(new WaitForSeconds(0.70f)); Shoot(); yield return(new WaitForSeconds(0.05f)); Events.OnKick(); RealShoot(); yield return(new WaitForSeconds(1.5f)); yield return(StartCoroutine(vrCameraFade.BeginFadeOut(0.5f, false))); SetFloors(false); Events.OnShowResult(resultsManager.GetResult(), true); yield return(new WaitForSeconds(3)); if (!GetComponent <ResultsManager>().isReady()) { Events.OnRestart(); } else { Events.OnShowTotalResult(); } }
IEnumerator Restart() { yield return(StartCoroutine(vrCameraFade.BeginFadeOut(0.5f, false))); RenderSettings.skybox = stadium; Game.Instance.gameManager.CheckToRestart(); }
async public override void OnInteractionTrigger(InteractionModes mode) { teleportIsOver = false; StartCoroutine(cameraFade.BeginFadeOut(fadeTime, false)); if (audioClip) { ReferenceManagerIndependent.Instance.PlayAudioClip(audioClip); } CharacterController playerChar = who.GetComponent <CharacterController>(); if (playerChar) { referenceManagerIndependent.PlatformManager.GetPlayerController().enabled = false; playerChar.enabled = false; } await new WaitForSeconds(fadeTime); who.transform.position = teleportDestiny; StartCoroutine(cameraFade.BeginFadeIn(fadeTime, false)); if (playerChar) { referenceManagerIndependent.PlatformManager.GetPlayerController().enabled = true; playerChar.enabled = true; } teleportIsOver = true; OnFinish(); }
private IEnumerator ActivateButton() { // If the camera is already fading, ignore. if (m_CameraFade.IsFading) { yield break; } // If anything is subscribed to the OnButtonSelected event, call it. if (OnButtonSelected != null) { OnButtonSelected(this); } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); ViewController view = GameObject.Find("ViewController").GetComponent <ViewController>(); view.startImg = gameObject.GetComponent <Thumbnail>().number; SceneManager.LoadScene("Gallery360_CubeMap"); /* if (view.isStereo) * SceneManager.LoadScene("Gallery_CubeMap", LoadSceneMode.Single); * else * SceneManager.LoadScene("Gallery_CubeMap_LeftOnly", LoadSceneMode.Single); */ m_CameraFade.FadeInBlack(true); }
private IEnumerator RotateCamera(float increment) { // Determine how the camera should rotate base on it's orbit style. switch (m_OrbitStyle) { // If the style is smooth add a torque to the camera's rigidbody. case OrbitStyle.Smooth: print("swiping left"); m_Rigidbody.AddTorque(transform.up * increment); break; // If the style is step then rotate the camera's transform by a set amount. case OrbitStyle.Step: transform.Rotate(0, increment, 0); break; // If the style is step with a fade, wait for the camera to fade out, then step the rotation around, the wait for the camera to fade in. case OrbitStyle.StepWithFade: yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_RotationFadeDuration, false))); transform.Rotate(0, increment, 0); yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_RotationFadeDuration, false))); break; } }
public IEnumerator Movescene() { yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); // Load the level. SceneManager.LoadScene("play1", LoadSceneMode.Single); }
private IEnumerator ActivateButton() { // If the camera is already fading, ignore. if (m_CameraFade.IsFading) { yield break; } // If anything is subscribed to the OnButtonSelected event, call it. if (OnButtonSelected != null) { OnButtonSelected(this); } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); // Load the level. //SceneManager.LoadScene(m_SceneToLoad, LoadSceneMode.Single); m_videoController.IncrementVideo(next); yield return(new WaitForSeconds(1.5f)); yield return(StartCoroutine(m_CameraFade.BeginFadeIn(true))); }
private IEnumerator FadeToMenu() { // Wait for the screen to fade out. yield return(StartCoroutine(m_VRCameraFade.BeginFadeOut(true))); // Load the main menu by itself. SceneManager.LoadScene(m_MenuSceneName, LoadSceneMode.Single); }
IEnumerator Outro() { m_BarFilled = true; StopCoroutine(m_LoopButtons); yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); SceneManager.LoadScene(m_SceneToLoad); }
private IEnumerator FadeToLevel() { audioSource.clip = LevelCompletedAudioClip; audioSource.Play(); // Wait for the screen to fade out. yield return(StartCoroutine(m_VRCameraFade.BeginFadeOut(true))); // Load the main menu by itself. SceneManager.LoadScene(LevelName, LoadSceneMode.Single); }
private IEnumerator EndPhase() { // Turn off the ability to set targets for the character. m_MazeTargetSetting.Deactivate(); // Hide the reticle as it's not required at the moment. m_Reticle.Hide(); // The reticle also controls the rotation for the selection radial so set it to use default rotation. m_Reticle.UseNormal = false; // Hide the destination marker as targets are no longer being set. m_DestinationMarker.Hide(); // If the player won... if (m_Win) { // ... play the win particles and audio. m_WinParticles.Play(true); m_GameOverAudioSource.Play(); // Wait for the particles to finish. yield return(new WaitForSeconds(m_WinParticles.main.duration)); // Wait for the win UI to fade in. yield return(StartCoroutine(m_WinFader.InteruptAndFadeIn())); } else { // If the player didn't win wait for the lose UI to fade in. yield return(StartCoroutine(m_LoseFader.InteruptAndFadeIn())); } // The user needs to hold Fire1 to pass the UI so turn on double tap warnings. m_InputWarnings.TurnOnDoubleTapWarnings(); // Wait for the radial to fill. yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill())); // Turn the tap warnings back off. m_InputWarnings.TurnOffDoubleTapWarnings(); // In order wait for the win and lose UI to fade out (only one should be faded in) then wait for the camera to fade out. yield return(StartCoroutine(m_WinFader.InteruptAndFadeOut())); yield return(StartCoroutine(m_LoseFader.InteruptAndFadeOut())); yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); // Restart all the dependent scripts. Restart(); // Wait for the screen tot fade back in. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(true))); }
public void Enter() { if (CurrentInput.Length < downLimit) { Debug.Log("az karakter uyarisi"); return; } StartCoroutine(_cameraFade.BeginFadeOut(true)); _userIDReady = true; PlayerPrefs.SetString("userID", _text.text); Debug.Log(PlayerPrefs.GetString("userID")); }
IEnumerator LoadNextScene() { //If the camera is already fading, ignore. if (m_CameraFade.IsFading) { yield break; } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); SceneManager.LoadScene(m_NextScene, LoadSceneMode.Single); }
private IEnumerator ActivateButton() { // If the camera is already fading, ignore. if (m_CameraFade.IsFading) { yield break; } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); SceneManager.LoadScene("MainScene" + mSceneIndex.ToString(), LoadSceneMode.Single); }
private IEnumerator ActivateButton() { // If the camera is already fading, ignore. if (m_CameraFade.IsFading) { yield break; } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); // Load the level. SceneManager.LoadScene(m_SceneToLoad, LoadSceneMode.Single); }
// Update is called once per frame void Update() { RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, 1000)) { if (Input.GetKeyDown(KeyCode.Mouse0)) { if (hit.transform == _newUser) { Debug.Log("newUser"); StartCoroutine(_cameraFade.BeginFadeOut(true)); SceneManager.LoadScene("LoginScreen"); } if (hit.transform == _newScenerio) { Debug.Log("newScenerio"); StartCoroutine(_cameraFade.BeginFadeOut(true)); SceneManager.LoadScene("MainMenu"); } } } }
private IEnumerator ActivateButton() { // If the camera is already fading, ignore if (m_CameraFade.IsFading) { yield break; } // If anything is subscribed to the OnButtonSelected event, call it. if (OnButtonSelected != null) { OnButtonSelected(this); } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); //set title title = this.name; // Load the level //SceneManager.LoadScene("play1", LoadSceneMode.Single); //SceneManager.LoadScene(m_SceneToLoad, LoadSceneMode.Single); //SceneManager.LoadScene("interval", LoadSceneMode.Single); }
private IEnumerator FadeToScene(string sceneName, GameObject underlayVideo, GameObject underlayEnvironment) { if (Camera.main != null) { VRCameraFade cameraFade = Camera.main.gameObject.GetComponent <VRCameraFade>(); if (cameraFade != null) { yield return(StartCoroutine(cameraFade.BeginFadeOut(false))); } } underlayVideo.gameObject.SetActive(false); underlayEnvironment.gameObject.SetActive(false); SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Single); }
private IEnumerator StartPhase() { // Make sure the Outro UI is not being shown and the intro UI is. StartCoroutine(m_UIController.ShowIntroUI()); StartCoroutine(m_UIController.HideOutroUI()); // To make sure the user is facing the right way show the arrows. m_GuiArrows.Show(); // Turn off the fog whilst showing the intro. RenderSettings.fog = false; // Make sure the game is stopped for the flyer's health. m_HealthController.StopGame(); // Since a selection slider is being used, hide the radial and show the reticle. m_SelectionRadial.Hide(); m_Reticle.Show(); // In order wait for the selection slider to fill, then the intro UI to hide, then the camera to fade out. yield return(StartCoroutine(m_SelectionSlider.WaitForBarToFill())); yield return(StartCoroutine(m_UIController.HideIntroUI())); yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false))); // Once the screen has faded out, we can hide UI elements we don't want to see anymore like the arrows and reticle. m_GuiArrows.Hide(); m_Reticle.Hide(); // Turn the fog back on so spawned objects won't appear suddenly. RenderSettings.fog = true; // Now wait for the screen to fade back in. yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false))); }
public IEnumerator LoadScene(SceneUtils.SceneType sceneType, VRCameraFade cameraFade) { //Set the previous scene name LevelManager.PreviousSceneType = SceneUtils.GetSceneType(SceneManager.GetActiveScene().name); if (cameraFade.IsFading) { yield break; } // Wait for the screen to fade out. yield return(StartCoroutine(cameraFade.BeginFadeOut(true))); // Load the main menu by itself. SceneManager.LoadScene(SceneUtils.GetSceneName(sceneType), LoadSceneMode.Single); }
private IEnumerator ActivateFade() { // If the camera is already fading, ignore. if (m_CameraFade.IsFading) { yield break; } if (fadeOutOnSelect) { yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); } if (fadeInOnSelect) { yield return(StartCoroutine(m_CameraFade.BeginFadeIn(true))); } }
private IEnumerator ActivateButton() { // If the camera is already fading, ignore. if (m_CameraFade.IsFading) { yield break; } // If anything is subscribed to the OnButtonSelected event, call it. if (OnButtonSelected != null) { OnButtonSelected(this); } // update static variable lectureNum LectureChooser.lectureNum = Int32.Parse(m_SceneToLoad); lectureChosen = true; // check if lecture is downloaded // get path of lecture // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); SceneManager.LoadScene("GearStereo360", LoadSceneMode.Single); // string lecturePath = Application.persistentDataPath + "/" + "week5_360_TB.mp4"; // if (System.IO.File.Exists (lecturePath)) // { // // lecture file exists already, play lecture // // TODO transition scene and play lecture // Debug.Log("lecture exists!"); // // Wait for the camera to fade out. // yield return StartCoroutine(m_CameraFade.BeginFadeOut(true)); // SceneManager.LoadScene ("GearStereo360", LoadSceneMode.Single); // } // else // { // // TODO prompt user to download lecture // // StartCoroutine(DownloadLecture()); // // } // Load the playLecture scene. }
/* * private void OnEnable () * { * m_InteractiveItem.OnOver += HandleOver; * m_InteractiveItem.OnOut += HandleOut; * m_SelectionRadial.OnSelectionComplete += HandleSelectionComplete; * } * * * private void OnDisable () * { * m_InteractiveItem.OnOver -= HandleOver; * m_InteractiveItem.OnOut -= HandleOut; * m_SelectionRadial.OnSelectionComplete -= HandleSelectionComplete; * } * * * private void HandleOver() * { * // When the user looks at the rendering of the scene, show the radial. * m_SelectionRadial.Show(); * * m_GazeOver = true; * } * * * private void HandleOut() * { * // When the user looks away from the rendering of the scene, hide the radial. * m_SelectionRadial.Hide(); * * m_GazeOver = false; * } * * * private void HandleSelectionComplete() * { * // If the user is looking at the rendering of the scene when the radial's selection finishes, activate the button. * if(m_GazeOver) * StartCoroutine (ActivateButton()); * } */ private IEnumerator ChangeScene() { Debug.Log("entrou"); // If the camera is already fading, ignore. if (m_CameraFade.IsFading) { Debug.Log("foi pro primeiro if"); yield break; } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); // Load the level. SceneManager.LoadScene(m_SceneToLoad, LoadSceneMode.Single); Debug.Log("loading scene"); }
private IEnumerator FadeToNewScene() { // If the camera is already fading, ignore. if (m_CameraFade.IsFading) { yield break; } // If anything is subscribed to the OnButtonSelected event, call it. if (OnButtonSelected != null) { OnButtonSelected(this); } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); // Load the level. SceneManager.LoadScene(m_SceneToLoad, LoadSceneMode.Single); }
private IEnumerator ActivateButton() { // If the camera is already fading, ignore. if (m_CameraFade.IsFading) { yield break; } // If anything is subscribed to the OnButtonSelected event, call it. if (OnButtonSelected != null) { OnButtonSelected(this); } // Wait for the camera to fade out. yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); // Quit the game. Application.Quit(); }
private IEnumerator ActivateButton() { if (OnButtonSelected != null) { OnButtonSelected(this); } if (SceneManager.GetActiveScene().buildIndex == 0) { if (m_CameraFade.IsFading) { yield break; } yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true))); SceneManager.LoadScene("Asite", LoadSceneMode.Single); } else if (SceneManager.GetActiveScene().buildIndex == 1) { } }