// Use this for initialization
 void Start()
 {
     rawimage = image.GetComponent<RawImage>();
     rawimage.CrossFadeAlpha(0.0F,0, false);
     rawimage.CrossFadeAlpha(1F,splash_timer, false);
     StartCoroutine("Timer");
 }
Exemple #2
0
 // fade out / fade in between texture changes
 IEnumerator FadeInTexture(Texture texture)
 {
     rawImageComp.enabled = true;
     if (rawImageComp.texture != null)
     {
         rawImageComp.CrossFadeAlpha(.1f, FADE_EFFECT_DURATION, false);
         yield return(new WaitForSeconds(FADE_EFFECT_DURATION));
     }
     rawImageComp.texture = texture;
     lastUpdateTime       = Time.time; // texture change !
     rawImageComp.CrossFadeAlpha(1, FADE_EFFECT_DURATION, false);
 }
Exemple #3
0
 /// <summary>
 /// Updates information on screen about currently selected game
 /// </summary>
 /// <param name="game">Currently selected game</param>
 private void UpdateInfo(Game game)
 {
     descText.text = game.desc;
     if (game.image == null)
     {
         gameImage.CrossFadeAlpha(0, 0.1f, true);
     }
     else
     {
         gameImage.CrossFadeAlpha(1, 0.1f, true);
     }
     gameImage.texture = game.image;
 }
Exemple #4
0
    void Start()
    {
        // get a reference to the inner RawImage component and its transform
        rawImageComp = GetComponentInChildren<UnityEngine.UI.RawImage>();

        // make it invisible (no image)
        rawImageComp.enabled = false;
        rawImageComp.CrossFadeAlpha(0f, 0, false);
    }
Exemple #5
0
    void Start()
    {
        // get a reference to the inner RawImage component and its transform
        rawImageComp = GetComponentInChildren <UnityEngine.UI.RawImage>();

        // make it invisible (no image)
        rawImageComp.enabled = false;
        rawImageComp.CrossFadeAlpha(0f, 0, false);
    }
 // Populate EventManager data upon loading a scene
 void OnLevelWasLoaded()
 {
     if (currentLevel == "Coast")
     {
         currentMemory = 8;
     }
     playerCrouch = false;
     fadeToBlack = GameObject.Find("FadeToBlack").GetComponent<RawImage>();
     StartCoroutine("FadeInCoRoutine");
     Cursor.visible = false;
     memoryPlaying = false;
     fadeToBlack.CrossFadeAlpha(0, 3, false);
     controlsDisabled = false;
     InitialiseValuesLevelLoad();
     Invoke("MovePlayer", 0.05f); // This delay is required so the checkpoint data can be fetched first
 }