// Update is called once per frame void Update() { if (!isReady) { //check1.SetActive(gamePadController1.GetButton("Jump")); // visual check for player 1 //check2.SetActive(gamePadController2.GetButton("Jump")); // visual check for player 2 toggleConfirmation(check1, gamePadController1); // visual check for player 1 toggleConfirmation(check2, gamePadController2); // visual check for player 2 } // Go To Game Scene if (gamePadController1.GetButton("Jump") && gamePadController2.GetButton("Jump") || Input.GetKeyDown(KeyCode.Return)) { isReady = true; toggleConfirmation(check1, null, true); // visual check for player 1 toggleConfirmation(check2, null, true); // visual check for player 2 IEnumerator fadeSound = AudioFadeOut.FadeOut(sound, 2.0f); StartCoroutine(fadeSound); SceneChanger.setSceneIndexSelected(SceneChanger.GAME); FindObjectOfType <SceneChanger>().GetComponent <Animator>().SetTrigger("FadeOut"); } // Go Back To Main Menu Scene if (gamePadController1.GetButtonDown("Camera Flip") || gamePadController2.GetButtonDown("Camera Flip")) { SceneChanger.setSceneIndexSelected(SceneChanger.MENU); FindObjectOfType <SceneChanger>().GetComponent <Animator>().SetTrigger("FadeOut"); } }
void Update() { if (timerRunning) { if (timer > 0) { timer -= Time.deltaTime; FormatTime(); ShowTimer(); if (timer <= 11 && !endCountdownPlayed) { endCountdownPlayed = true; AudioManager.instance.Play("countdown_end"); string sourceName = LevelManager.instance.audioTheme; AudioSource s = AudioManager.instance.GetAudioSource(sourceName); StartCoroutine(AudioFadeOut.FadeOut(s, 2)); } } else { timerRunning = false; LevelManager.instance.TimeIsUp(); } } }
// Update is called once per frame void Update() { if (sailAway == true) { step = moveSpeed * Time.deltaTime; if (transform.position == firstPoint) { currentPoint = secondPoint; FindObjectOfType <CameraController>().lerpToPosition(firstPoint); } else if (transform.position == secondPoint && !isShown) { isShown = true; FindObjectOfType <OutroTrigger>().showDialog(true); currentPoint = thirdPoint; print(soundManager.GetCurrentAudioSource()); StartCoroutine(AudioFadeOut.FadeOut(soundManager.GetCurrentAudioSource(), soundManager.fadeTime)); } else if (transform.position == thirdPoint) { PlayerState.catched = PlayerState.Catched.Yes; timer += Time.deltaTime; if (timer >= 1) { SceneManager.LoadSceneAsync("Credits"); } } transform.position = Vector3.MoveTowards(transform.position, currentPoint, step); } }
private IEnumerator explainSituation(bool veryFunny = false) { StartCoroutine(AudioFadeOut.FadeOut(audio, 0.01f)); yield return(new WaitForSeconds(0.02f)); explainedSituationAt = Time.time; currentQuestion = ""; knockCount = 0; audio.PlayOneShot(veryFunny ? veryFunnyLook : okayGreatLook); subtitles.text = veryFunny ? "[Chuckles] Very funny. Look..." : "Okay, great, look..."; yield return(new WaitForSeconds(3)); audio.PlayOneShot(iFeelDumb); subtitles.text = "I feel really dumb, but I need your help."; yield return(new WaitForSeconds(3)); subtitles.text = "This door locks and unlocks with a key from the outside."; yield return(new WaitForSeconds(4)); subtitles.text = "I locked the door but forgot something inside, so I went back to grab it, and now I’m locked in."; yield return(new WaitForSeconds(6)); subtitles.text = "If I slide you the key, will you unlock the door for me?"; yield return(new WaitForSeconds(3)); currentQuestion = "willYouHelp"; audio.PlayOneShot(knockOnceOrTwice); subtitles.text = "Knock once for yes, twice for no."; }
public void Exit() { //don't show scores when we leave the hub score.gameObject.SetActive(false); //music transition StartCoroutine(AudioFadeOut.FadeOut(backgroundMusic, 5f)); }
public IEnumerator OnFadeComplete() { StartCoroutine(AudioFadeOut.FadeOut(audSource, 0.3f)); loadCanvas.SetActive(true); loadBar.SetActive(true); yield return(new WaitForSeconds(3)); yield return(null); AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(levelToLoad); asyncOperation.allowSceneActivation = false; while (!asyncOperation.isDone) { load.text = "NOW LOADING . . ."; if (asyncOperation.progress >= 0.9f) { loadBar.SetActive(false); load.text = "ANY KEY TO CONTINUE"; if (Input.anyKeyDown) { asyncOperation.allowSceneActivation = true; } } yield return(null); } }
// Starts the game - runs all required functions (Start Game button) public void StartGame() { if (numberOfPlayers <= 5 & numberOfPlayers >= 3) { // set up playerTurn list playerTurn.ChangePlayerCount(numberOfPlayers); // randomly distribute all territories to players by placing 1 soldier on it PlayerLandBank(numberOfPlayers); SetBoard(); // build game stats gameStats.SetUpGameStats(numberOfPlayers); // give players starting armies allocateSoldiers.BuildSoldierBank(numberOfPlayers); // set up opening deployment openingDeployment.BuildDeployementTable(numberOfPlayers); // instruction text gameInstructions.OpeningPhasePlacement(); // remove input box from game Destroy(inputBox); // fades out audio over 4s StartCoroutine(audioFadeOut.FadeOut(openingSound, 2f)); backgroundAudio.Play(); // removes all accidental country selections before game starts ClearSelections(); // locks start button after single use //TODO: this doesnt work startButton.gameObject.SetActive(false); inputData.gameObject.SetActive(false); targetContinent.FindContinentControl(numberOfPlayers); } }
IEnumerator waitThreeSeconds() { InvokeRepeating("FadeToClear", 0.0f, 0.1f); yield return(new WaitForSeconds(3.0f)); GameObject.Find("Audio Source").GetComponent <AudioSource> ().Play(); theText.text = "Project Leads:\n\nNazely Hartoonian\n\nUlises Perez"; yield return(new WaitForSeconds(3.0f)); theText.text = "Artist:\n\nVictoria Barinova"; yield return(new WaitForSeconds(3.0f)); theText.fontSize = 70; theText.text = "Programmers:\n\nUlises Perez\n\nYixuan (Angela) Li\n\nChristopher Dipalma"; yield return(new WaitForSeconds(3.0f)); theText.fontSize = 80; theText.text = "Audio/Video Gathering:\n\nNazely Hartoonian"; yield return(new WaitForSeconds(3.0f)); theText.fontSize = 70; theText.text = "Design:\n\nUlises Perez\n\n Nazely Hartoonian\n\nYixuan (Angela) Li"; yield return(new WaitForSeconds(3.0f)); theText.fontSize = 80; theText.text = " "; StartCoroutine(AudioFadeOut.FadeOut(GameObject.Find("Audio Source").GetComponent <AudioSource>(), 2.5f)); yield return(new WaitForSeconds(3.0f)); SceneManager.LoadScene("NewMenu"); }
IEnumerator Sink() { deathAudio.Play(); int steps = 300; float total_transform_boss = -160f; float total_transform_platf = 21f; float total_transform_doors = -210f; float total_time = 5f; for (int i = 0; i < steps; i++) { impulse.GenerateImpulse(); transform.position = new Vector3(transform.position.x, transform.position.y + (1.0f / steps) * total_transform_boss, transform.position.z); platforms.transform.position = new Vector3(platforms.transform.position.x, platforms.transform.position.y + (1.0f / steps) * total_transform_platf, platforms.transform.position.z); doors.transform.position = new Vector3(doors.transform.position.x, doors.transform.position.y + (1.0f / steps) * total_transform_doors, doors.transform.position.z); yield return(new WaitForSeconds(total_time / steps)); } yield return(StartCoroutine(AudioFadeOut.FadeOut(deathAudio, 2f))); fireElement.transform.SetParent(this.transform.parent); this.gameObject.SetActive(false); }
// Use this for initialization void Start() { fistSource = GetComponent <AudioSource>(); StartCoroutine(raisingFist(gameObject)); StartCoroutine(AudioFadeOut.FadeOut(fistSource, 1f)); if (game) { foreach (var boid in GameManager.Instance.BoidsManager.robotZombies) { if (Vector3.Distance(new Vector3(boid.transform.position.x, 0.0f, boid.transform.position.z), circle.transform.position) < circle.GetComponent <Circle>().xradius) { if (boid.active) { boid.GetComponent <BoidStats>().StartCoroutine(boid.GetComponent <BoidStats>().squash(boid)); } //boid.gameObject.SetActive(false); } else if (Vector3.Distance(new Vector3(boid.transform.position.x, 0.0f, boid.transform.position.z), circle.transform.position) > circle.GetComponent <Circle>().xradius&& Vector3.Distance(new Vector3(boid.transform.position.x, 0.0f, boid.transform.position.z), circle.transform.position) < (circle.GetComponent <Circle>().xradius * 2)) { //Debug.Log("Is within Blast radius"); boid.GetComponent <Rigidbody>().AddExplosionForce(1000.0f, circle.transform.position, circle.GetComponent <Circle>().xradius * 2); boid.GetComponent <Rigidbody>().AddForce(new Vector3(0, 3000, 0)); } } } }
public void StopVoice() { if (audioVoice.isPlaying) { TalkAnimation(false); StartCoroutine(AudioFadeOut.FadeOut(audioVoice, 1)); } }
private void LaunchFlamethrower() { var flamethrower = (GameObject)Instantiate(flamethrowerPrefab, GameObject.Find("YamatoContainer/yamato/Armature/root_ground/pelvis/spine_lower/spine_upper/head_neck_lower/head_neck_upper/head_jaw/head_lip_lower_middle").transform); StartCoroutine(AudioFadeOut.FadeOut(flamethrower.GetComponent <AudioSource>(), 6.5f)); flamethrower.GetComponent <AudioSource>().time = 0.5f; Destroy(flamethrower, 12.0f); }
public void LevelExit() { //set transition StartCoroutine(AudioFadeOut.FadeOut(backgroundMusic, 5f)); //turn off some UIs timerText.gameObject.SetActive(false); levelMsgView.SetActive(false); }
void stopSound(AudioManipulation AM) { IEnumerator fadeSound1 = AudioFadeOut.FadeOut(AM, 1f); audioManip[currentAudio].inFadeOut = true; audioManip[currentAudio].fadeSound = fadeSound1; StartCoroutine(fadeSound1); }
private IEnumerator LoadGameOverRoutine() { // Load win screen gameState = GameState.Loading; if (source.isPlaying) { StartCoroutine(AudioFadeOut.FadeOut(source, fadeDelay - 0.5f)); } screenFader?.CrossFadeAlpha(1f, fadeDelay, true); yield return(new WaitForSeconds(fadeDelay)); DeleteAllEntities(); SceneManager.LoadScene(3); screenFader?.CrossFadeAlpha(0f, fadeDelay, true); yield return(new WaitForSeconds(fadeDelay)); source.clip = YouWinMusic; source.time = 0; source.loop = false; source.Play(); yield return(new WaitForSeconds(fadeDelay)); if (source.isPlaying) { StartCoroutine(AudioFadeOut.FadeOut(source, fadeDelay - 0.5f)); } screenFader?.CrossFadeAlpha(1f, fadeDelay, true); yield return(new WaitForSeconds(fadeDelay)); SceneManager.LoadScene(4); screenFader?.CrossFadeAlpha(0f, fadeDelay, true); yield return(new WaitForSeconds(fadeDelay)); source.clip = TheEndMusic; source.time = 0; source.loop = false; source.Play(); gameState = GameState.Over; yield return(new WaitForSeconds(fadeDelay)); gameState = GameState.Loading; if (source.isPlaying) { StartCoroutine(AudioFadeOut.FadeOut(source, fadeDelay - 0.5f)); } screenFader?.CrossFadeAlpha(1f, fadeDelay, true); yield return(new WaitForSeconds(fadeDelay)); SceneManager.LoadScene(0); screenFader?.CrossFadeAlpha(0f, fadeDelay, true); yield return(new WaitForSeconds(fadeDelay)); gameState = GameState.Menu; source.clip = StartMenuMusic; source.time = 0; source.loop = true; source.Play(); }
private void OnEnable() { if (GameController.control.gameObject.GetComponent <Music>().source == 1) { StartCoroutine(AudioFadeOut.FadeOut(GameController.control.gameObject.GetComponent <Music>().audio1, 1f)); GameController.control.gameObject.GetComponent <Music>().audio2.Play(); GameController.control.gameObject.GetComponent <Music>().source = 2; } }
private IEnumerator NextLevel() { AudioSource s = AudioManager.instance.GetAudioSource("theme"); AudioFadeOut.FadeOut(s, 2); yield return(new WaitForSeconds(2)); SceneManager.LoadScene("PlayerSelection"); }
public void FadeOutBreathingSound() { if (this.m_PlayingBreathSoundSource == null) { return; } base.StartCoroutine(AudioFadeOut.FadeOut(this.m_PlayingBreathSoundSource, 0.2f)); this.m_BreathFadeOutStartTime = Time.time; }
// Use this for initialization void Start() { fireSource = GetComponent <AudioSource>(); StartCoroutine(AudioFadeOut.FadeOut(fireSource, 1f)); spawningTimer = new Timer(fireSpawnTime); lifeTimer = new Timer(fireLifeTime); Instantiate(firePrefab, circle.transform.position, Quaternion.identity, this.transform); lastFire = circle.transform.position; }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player" && changeScene == false) { changeScene = true; audio.Play(); startTime = Time.time; StartCoroutine(AudioFadeOut.FadeOut(audio, duration)); } }
// Use this for initialization void Start() { lightning = Instantiate(spawner, transform, false).GetComponent <LightningSpawner>(); timer = new Timer(lifetime); lightning.transform.position = transform.position; lightning.transform.position += new Vector3(0.0f, 30.0f, 0.0f); lightning.midPoint = circle.transform.position; lightning.endPoint = circle.transform.position; lightningSource = GetComponent <AudioSource>(); StartCoroutine(AudioFadeOut.FadeOut(lightningSource, 1f)); createLightningFromPoint(circle.transform.position, 10.0f); }
void SpawnGhost() { if (!spawnedGhost) { fadeOut.FadeOut(); Instantiate(ghostMachine, ghostSpawn, Quaternion.identity); Debug.Log("spawn ghost"); } else { Debug.Log("ROLL TO THE EXIT!!1!!EXCLAMATIONPOINT"); } }
void OnCollisionEnter(Collision other) { if (!(beenHit)) { //Debug.Log("HitAndGravityShouldChange"); beenHit = true; rb.useGravity = true; audioSource.PlayOneShot(sfxBell); gameManager.ResetTimer(); StartCoroutine(DestroyBell()); StartCoroutine(AudioFadeOut.FadeOut(MusicAudio, 3)); } }
public void changeScene(string scenename) { if (fader != null) { IEnumerator fadeSound1 = AudioFadeOut.FadeOut(GetComponent <AudioSource>(), 0.5f); StartCoroutine(fadeSound1); StartCoroutine(Fade(scenename, fader)); StopCoroutine(fadeSound1); } else { SceneManager.LoadScene(scenename); } }
private void TurnOff() { this.m_Active = false; this.UpdateEffects(); this.m_AudioSourceStartStop.clip = Shower.s_StopSound; this.m_AudioSourceStartStop.loop = false; this.m_AudioSourceStartStop.Play(); base.StartCoroutine(AudioFadeOut.FadeOut(this.m_AudioSourceLoop, 1.5f, 0f, null)); if (this.m_StereoLoopCoroutine != null) { base.StopCoroutine(this.m_StereoLoopCoroutine); } this.m_StereoLoopCoroutine = base.StartCoroutine(AudioFadeOut.FadeOut(this.m_AudioSourceLoop2D, 1.5f, 0f, null)); }
// Update is called once per frame void Update() { if (GameObject.Find("temp_core") == null) { Debug.Log("LOOOOOSSSTT"); if (!playing) { menu.SetActive(true); //backgroundMusic.GetComponent<AudioSource>().Stop(); playing = true; winText.text = "YOU LOST!"; winText.enabled = true; StartCoroutine(FadeTextToFullAlpha(1f, winText)); } IEnumerator fadeSound1 = AudioFadeOut.FadeOut(backgroundMusic.GetComponent <AudioSource>(), 0.5f); StartCoroutine(fadeSound1); StopCoroutine(fadeSound1); player.GetComponent <PlayerMovement>().won = true; Debug.Log("WIN"); robotPrefab.GetComponent <RobotMovement>().won = true; } if (robotPrefab.transform.position.x >= levelEndDist) { enemies = GameObject.FindGameObjectsWithTag("Enemy"); if (enemies.Length > 0) { foreach (GameObject enemy in enemies) { enemy.GetComponent <TankController>().damage(100); } } if (!playing) { menu.SetActive(true); //backgroundMusic.GetComponent<AudioSource>().Stop(); audioData.Play(); playing = true; winText.enabled = true; StartCoroutine(FadeTextToFullAlpha(1f, winText)); } IEnumerator fadeSound1 = AudioFadeOut.FadeOut(backgroundMusic.GetComponent <AudioSource>(), 0.5f); StartCoroutine(fadeSound1); StopCoroutine(fadeSound1); player.GetComponent <PlayerMovement>().won = true; Debug.Log("WIN"); robotPrefab.GetComponent <RobotMovement>().won = true; } }
public void PlayNext() { if (index < nextText.Count) { text.text = nextText[index]; playableDirector.Play(); index++; } else { anyButton.text = ""; text.text = ""; StartCoroutine(AudioFadeOut.FadeOut(song, 3f)); } }
//------------------------------------------------------------------------------ public virtual IEnumerator IHandleEnemyDeath() { psysDeath.Play(); asDeath.Play(); yield return(new WaitForSeconds(2f)); GetComponent <MeshRenderer>().enabled = false; StartCoroutine(AudioFadeOut.FadeOut(asMoans, 4)); StartCoroutine(AudioFadeOut.FadeOut(asSquish, 4)); psysBloodDrop.Stop(); psysBloodSplat.Stop(); yield return(new WaitForSeconds(5f)); psysDeath.Stop(); Destroy(this.gameObject); }
private void OnLevelWasLoaded(int level) { if (level == 1) { int tracknumber = UnityEngine.Random.Range(0, 3); Debug.Log("Random Number is: " + tracknumber); currentlyPlaying = tracknumber; IEnumerator fadeMusic = AudioFadeOut.FadeOut(Array.Find(sounds, sound => sound.name == "MainTheme").source, 0.8f, Array.Find(sounds, sound => sound.name == "GameLoop" + currentlyPlaying + "").source); StartCoroutine(fadeMusic); } if (level == 0) { IEnumerator fadeMusic = AudioFadeOut.FadeOut(Array.Find(sounds, sound => sound.name == "GameLoop" + currentlyPlaying + "").source, 0.8f, Array.Find(sounds, sound => sound.name == "MainTheme").source); StartCoroutine(fadeMusic); } }
protected override void OnTriggerExit(Collider other) { base.OnTriggerExit(other); if (other.gameObject == Camera.main.gameObject) { this.m_IsPlayerInside = false; if (this.m_Active) { if (this.m_StereoLoopCoroutine != null) { base.StopCoroutine(this.m_StereoLoopCoroutine); } this.m_StereoLoopCoroutine = base.StartCoroutine(AudioFadeOut.FadeOut(this.m_AudioSourceLoop2D, 1.5f, 0f, null)); } } }