Esempio n. 1
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    private IEnumerator Flicker(CanvasRenderer objRenderer, float duration, float interval, bool endGame, bool reset)
    {
        float endTime = Time.unscaledTime + duration;

        while (Time.unscaledTime < endTime)
        {
            objRenderer.SetAlpha(0f);
            yield return new WaitForSeconds(interval);
            objRenderer.SetAlpha(1f);
            yield return new WaitForSeconds(interval);
        }

        objRenderer.SetAlpha(1);

        if (endGame)
        {
            if (reset)
            {
				gameMaster.Reset();
            }
            else
            {
                gameMaster.LoadNextLvl();
            }
        }
    }
Esempio n. 2
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 private void ShowShadow()
 {
     if (ShadowRender.GetAlpha() < 0.5)
     {
         ShadowRender.SetAlpha(1);
     }
 }
    // Called by the UI when surveyNameField or surveyEmailField is changed
    // Also called by CleanDataEntryUI()
    // Updates the infoContinueButton's interactable property based on surveyNameField and surveyEmailField
    public void UpdateDataEntryContinueButtonState()
    {
        bool isInteractable = !string.IsNullOrEmpty(surveyNameField.text) &&
                              !string.IsNullOrEmpty(surveyAgeField.text) &&
                              surveyEmailField.text.Contains("@") &&
                              surveyGenderField.value != 0 &&
                              surveyCleatField.value != 0 &&
                              surveyTermsAndConditionsToggle.isOn;

        /*Debug.Log("name " + !string.IsNullOrEmpty(surveyNameField.text));
         * Debug.Log("age " + !string.IsNullOrEmpty(surveyAgeField.text));
         * Debug.Log("email " + surveyEmailField.text.Contains("@"));
         * Debug.Log("gender " + (surveyGenderField.value != 0));
         * Debug.Log("cleat " + (surveyCleatField.value != 0));
         * Debug.Log("terms " + surveyTermsAndConditionsToggle.isOn);*/

        infoContinueButton.interactable = isInteractable;
        if (isInteractable)
        {
            infoContinueButtonRend1.SetAlpha(1);
            infoContinueButtonRend2.SetAlpha(1);
        }
        else
        {
            infoContinueButtonRend1.SetAlpha(0.5f);
            infoContinueButtonRend2.SetAlpha(0.5f);
        }
    }
Esempio n. 4
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    IEnumerator PlayLoader()
    {
        image.SetAlpha(0);
        //fade in logo
        Debug.Log("Fade in");
        while (image.GetAlpha() != 1)
        {
            image.SetAlpha(Mathf.Min(1, image.GetAlpha() + fadeSpeed));
            yield return(null);
        }
        //wait
        Debug.Log("Wait");
        yield return(new WaitForSeconds(1.337f));

        //fade out logo
        Debug.Log("Fade out");
        while (image.GetAlpha() != 0)
        {
            image.SetAlpha(Mathf.Max(0, image.GetAlpha() - fadeSpeed));
            yield return(null);
        }
        yield return(new WaitForSeconds(1.337f));

        Levels.LoadMenu();
    }
Esempio n. 5
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        void getInfo(bool getInfo)
        {
            if (getInfo)
            {
                ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                if (Physics.Raycast(ray, out hit, 1000.0f))
                {
                    if (planetName != null)
                    {
                        planetName.text = hit.collider.gameObject.name;
                    }

                    if (planetCanvas != null)
                    {
                        planetCanvas.SetAlpha(1.0f);
                    }
                }
            }
            else
            {
                if (planetCanvas != null)
                {
                    planetCanvas.SetAlpha(0.0f);
                }

                if (planetName != null)
                {
                    planetName.text = "";
                }
            }
        }
    public void SetView(TotemData data, int lv = 1)
    {
        if (data == null)
        {
            Color c = item_img.color;
            c.a            = 0;
            item_img.color = c;
            play_cr.SetAlpha(0);
            name_txt.text  = string.Format("<color=#FFFF00>{0}级</color>", lv);
            level_txt.text = "";
            return;
        }
        this.data = data;
        cr.SetAlpha(1);
        play_cr.SetAlpha(0);

        Color co = item_img.color;

        co.a            = 1;
        item_img.color  = co;
        item_img.sprite = ResourceMgr.Instance.LoadSprite(data.ItemData.icon);
        EventListener.Get(item_img.gameObject).OnClick = e =>
        {
            UIFace.GetSingleton().Open(UIID.DivinationTip, data, SHOWBUTTON.EtakeOff);
        };
        int    rare  = data.ItemData.rare;
        string color = ColorMgr.Colors[rare - 1];

        name_txt.text = string.Format("<color=#{0}>Lv.{1}\n {2}</color>", color, data.Level, data.TotemConfig.Name);
    }
Esempio n. 7
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    // Update is called once per frame
    void Update()
    {
        Cr.SetAlpha(0);
        if (!show)
        {
            return;
        }
        if (Per < 1.0f)
        {
            Per += 1.5f * Time.deltaTime;
        }
        if (Per > 1.0f)
        {
            Per = 1.0f;
        }
        Cr.SetAlpha(curve.Evaluate(Per));
        Vector3 Scl = transform.localScale;

        Scl.x = ScaleBase.x + 1.0f - curve.Evaluate(Per);
        Scl.y = ScaleBase.y + 1.0f - curve.Evaluate(Per);

        transform.localScale = Scl;

        if (Sound && Per == 1.0f && !Snd)
        {
            Instantiate(Sound, transform.position, transform.rotation);
            Snd = true;
        }
    }
    // flashes the object for a short time
    IEnumerator FlashCycle()
    {
        float timer = 0;

        // animates towards full opacity
        while (timer < _flashTime)
        {
            timer = BasicCounter.TowardsTarget(timer, _flashTime, 1f);

            _childRenderer.SetAlpha(timer / _flashTime);

            yield return(null);
        }

        // animates towards full transparency
        while (timer > 0)
        {
            timer = BasicCounter.TowardsTarget(timer, 0f, 1f);

            _childRenderer.SetAlpha(timer / _flashTime);

            yield return(null);
        }

        _flashRoutine = null;
    }
Esempio n. 9
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 public void Placed()
 {
     item = null;
     //dragImage.color = new Color(dragImage.color.r, dragImage.color.g, dragImage.color.b, 0f);
     render.SetAlpha(0f);
     InventoryManager.instance.dragging = false;
 }
Esempio n. 10
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 void Start()
 {
     Dbg.LogCheckAssigned(PressAnyKeys, this);
     Dbg.LogCheckAssigned(PressAnyKeysTransparent, this);
     PressAnyKeys.SetAlpha(1.0f);
     PressAnyKeysTransparent.SetAlpha(1.0f);
 }
Esempio n. 11
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 void OnEnable()
 {
     currentAlpha = 0f;
     target.SetAlpha(currentAlpha);
     stepAlpha = targetAlpha / (fadeTime * 60f);
     InvokeRepeating("FadeGraphic", 0f, 0.01666f);
 }
Esempio n. 12
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    private IEnumerator DisplayAndFadeMessage(float readTime, float fadeRate, float fadeDelay)
    {
        //https://answers.unity.com/questions/889908/i-created-an-ui-button-but-click-does-not-work.html
        parent.sortingOrder = tempSortingorder;

        //https://answers.unity.com/questions/881620/uigraphiccrossfadealpha-only-works-for-decrementin.html
        if (cv != null && cg != null)
        {
            cv.SetAlpha(1f);
            cg.alpha = 1f;
            yield return(new WaitForSeconds(readTime));

            while (true)
            {
                float alpha = cv.GetAlpha();
                if (alpha <= 0)
                {
                    break;
                }
                float newAlpha = alpha - fadeRate;
                cv.SetAlpha(newAlpha);
                cg.alpha = newAlpha;
                yield return(new WaitForSeconds(fadeDelay));
            }
            HideMessage();
        }
        else
        {
            Debug.Log("Missing canvas renderer or canvas group");
        }
    }
Esempio n. 13
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    private void Update()
    {
        if (isFadingIn)
        {
            float newAlpha = canvasRenderer.GetAlpha() + fadeInSpeed * Time.deltaTime;

            if (newAlpha >= 1)
            {
                canvasRenderer.SetAlpha(1);
                isFadingIn = false;
            }
            else
            {
                canvasRenderer.SetAlpha(newAlpha);
            }
        }
        else
        {
            float newAlpha = canvasRenderer.GetAlpha() - fadeOutSpeed * Time.deltaTime;

            if (newAlpha <= 0)
            {
                canvasRenderer.SetAlpha(0);
                gameObject.SetActive(false);
            }
            else
            {
                canvasRenderer.SetAlpha(newAlpha);
            }
        }
    }
Esempio n. 14
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 //フェードイン・アウト関数   CanvasRenderer   インかアウト  何秒で  obj専用のcurrentTime型
 public static void FadeIO(CanvasRenderer obj, bool flag, float time, float currentTime)
 {
     //フェードイン
     if (flag)
     {
         if (obj.GetAlpha() < 1)
         {
             currentTime += Time.deltaTime;
             obj.SetAlpha(time / currentTime);
             //フェードが完了後、currentTimeを初期化
             if (obj.GetAlpha() >= 1)
             {
                 currentTime = 0;
             }
         }
     }
     //フェードアウト
     else
     {
         if (obj.GetAlpha() > 0)
         {
             currentTime += Time.deltaTime;
             obj.SetAlpha(1 - (time / currentTime));
             //フェードが完了後、currentTimeを初期化
             if (obj.GetAlpha() <= 0)
             {
                 currentTime = 0;
             }
         }
     }
 }
Esempio n. 15
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        public IEnumerator FadeIn()
        {
            float fadeAmount;

            if (m_canvasRenderer != null)
            {
                while (m_canvasRenderer.GetAlpha() < m_maxAlpha)
                {
                    yield return(null);

                    fadeAmount = m_canvasRenderer.GetAlpha() + Time.deltaTime / m_fadeSpeed;

                    if (fadeAmount > 0.99f)
                    {
                        fadeAmount = maxAlpha;
                    }

                    m_canvasRenderer.SetAlpha(fadeAmount);
                }
            }

            m_canvasRenderer.SetAlpha(m_maxAlpha);

            if (m_continuous)
            {
                Start_FadeOut();
            }
        }
Esempio n. 16
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        private void Start()
        {
            GameObject system = GameObject.Find("System"); // get mc gameobject

            mainScript = system.GetComponent <main>();     // get the model controller script attached
            gazeBackground.SetAlpha(0f);                   // remove gaze background as default
        }
Esempio n. 17
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        public void ProcessFlareAndFlashForDisrepair(bool playerIsAtStation)
        {
            if (!StationButtonInvertedImage)
            {
                return;
            }
            var delta = Time.frameCount - brokenTimeStamp;

            if (delta < 60)
            {
                StationButtonInvertedImage.enabled = (delta % 4) >= 2;
                // a(x + h)^2 + v
                // a = -0.00277
                // h = -60
                // v = 10
                // x = delta
                flareRT.localScale = Vector2.one * (-0.00277f * ((delta - 60) * (delta - 60)) + 10f);
                flareCR.SetAlpha((60 - delta) / 150f);
            }
            else if (delta % 600 >= 540 && !playerIsAtStation && !hidden)
            {
                // Periodic reminder flash
                StationButtonInvertedImage.enabled = (delta % 4) >= 2;
            }
            else
            {
                StationButtonInvertedImage.enabled = true;
                flareCR.SetAlpha(0);
            }
        }
Esempio n. 18
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    private void OnMovementPadMove(Vector2 dir, Vector2 delta)
    {
        moduleBordlands.moveMentKey = 0x00;
        if (dir.x < -MOVEPAD_THRESHOLD)
        {
            moduleBordlands.moveMentKey |= 0x02;
        }
        if (dir.x > MOVEPAD_THRESHOLD)
        {
            moduleBordlands.moveMentKey |= 0x08;
        }
        if (dir.y > MOVEPAD_THRESHOLD)
        {
            moduleBordlands.moveMentKey |= 0x01;
        }
        if (dir.y < -MOVEPAD_THRESHOLD)
        {
            moduleBordlands.moveMentKey |= 0x04;
        }

        if (m_lastMoveKey == moduleBordlands.moveMentKey)
        {
            return;
        }

        m_lastMoveKey = moduleBordlands.moveMentKey;
        if (moduleBordlands.moveMentKey != 0)
        {
            m_leftCR.SetAlpha(dir.x < -MOVEPAD_THRESHOLD ? 1 : 0.6f);
            m_rightCR.SetAlpha(dir.x > MOVEPAD_THRESHOLD ? 1 : 0.6f);
            m_upCR.SetAlpha(dir.y > MOVEPAD_THRESHOLD ? 1 : 0.6f);
            m_bottomCR.SetAlpha(dir.y < -MOVEPAD_THRESHOLD ? 1 : 0.6f);
        }
    }
        /// <summary>
        /// Fade the alpha value over time
        /// </summary>
        /// <param name="tmp"></param>
        /// <param name="mb"></param>
        /// <param name="fromAlpha"></param>
        /// <param name="toAlpha"></param>
        /// <param name="seconds"></param>
        /// <param name="realtime"></param>
        /// <returns></returns>
        public static GmMonoBehaviourEventPromise FadeAlpha(this CanvasRenderer tmp, MonoBehaviour mb, float fromAlpha, float toAlpha, float seconds, bool realtime)
        {
            if (seconds == 0)
            {
                tmp.SetAlpha(toAlpha);
                var done = new GmMonoBehaviourEventPromise();
                done.Done();
                return(done);
            }

            float intervalSeconds = 0.1f;
            float step            = 0;
            int   fadeSteps       = (int)Math.Ceiling(seconds / intervalSeconds);

            //Debug.Log("Fade Steps = " + fadeSteps);

            tmp.SetAlpha(fromAlpha);
            return(mb.Repeat(intervalSeconds, fadeSteps, () =>
            {
                step++;
                float timePercent = Mathf.Clamp(step / fadeSteps, 0, 1);
                //Debug.Log("Fade % = " + timePercent);
                tmp.SetAlpha(Mathf.Lerp(fromAlpha, toAlpha, timePercent));
            }));
        }
Esempio n. 20
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    // Update is called once per frame
    void Update()
    {
        float   compassOffset             = 120f;
        Vector2 targetPositionScreenPoint = Camera.main.WorldToScreenPoint(target.position);
        bool    isOffScreen = targetPositionScreenPoint.x <compassOffset ||
                                                           targetPositionScreenPoint.x> Screen.width - compassOffset ||
                              targetPositionScreenPoint.y <compassOffset ||
                                                           targetPositionScreenPoint.y> Screen.height - compassOffset;

        if (isOffScreen)
        {
            // Show the needle
            canvasRenderer.SetAlpha(255f);
            RotateTowardsTarget();
            compass.position = originalPos;
        }
        else
        {
            // Hide the needle
            canvasRenderer.SetAlpha(0f);
            Vector3 pointerWorldPosition = uiCamera.ScreenToWorldPoint(targetPositionScreenPoint);
            compass.position      = pointerWorldPosition;
            compass.localPosition = new Vector3(compass.localPosition.x, compass.localPosition.y, 0f);
        }
    }
Esempio n. 21
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    private void OnMovementPadBegin(Vector2 dir)
    {
        if (!m_player)
        {
            return;
        }

        var s = 0;

        s = dir.x < 0 ? 1 : dir.x > 0 ? 2 : 0;

        //Logger.LogWarning(dir.ToXml());

        InputManager.SetTouchState(TouchID.Movement, 0, s == 1 ? 1 << 1 : 1, false);
        InputManager.SetTouchState(TouchID.Movement, 1, s == 1 ? 1 : 1 << 1, false);

        if (m_lastMovement != s)
        {
            m_btnLeft.SetAlpha(s == 1 ? 1 : 0.6f);
            m_btnRight.SetAlpha(s == 2 ? 1 : 0.6f);

            m_lastMovement = s;
        }
        //Logger.LogError("i == {0}", iiii);
    }
Esempio n. 22
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        void Start()
        {
            m_canvasRenderer = GetComponent <CanvasRenderer>();
            m_startsVisible  = StartVisible;

            if (m_canvasRenderer == null)
            {
                Debug.LogError("FadeCanvas: No CanvasRenderer found!");
                return;
            }

            if (m_startsVisible)
            {
                m_canvasRenderer.SetAlpha(m_maxAlpha);

                if (m_fadeOnAwake)
                {
                    Start_FadeOut();
                }
            }
            else
            {
                m_canvasRenderer.SetAlpha(m_minAlpha);

                if (m_fadeOnAwake)
                {
                    Start_FadeIn();
                }
            }

            IsReady = true;
        }
Esempio n. 23
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    void InventoryListener()
    {
        float inventoryY = inventoryUI.localPosition.y;
        float alphaVign  = vignetteBottom.GetAlpha();

        if (Input.GetButton("Inventory") && !isInventory && !isBlocked && inventory.items[0].ID != -1)
        {
            tempTargetRotation = targetRotation;
            isInventory        = true;
        }
        else if (!Input.GetButton("Inventory") && isInventory && !inventory.isShowingInfo)
        {
            isInventory = false;
        }
        else if (Input.GetButtonDown("Inventory") && !isInventory && !isBlocked && inventory.items[0].ID == -1)
        {
            Debug.Log("Инвентарь пуст");
        }

        if (Input.GetButton("Inventory") && isInventory && inventory.items[0].ID == -1)
        {
            Debug.Log("Инвентарь пуст");
            isInventory = false;
        }

        if (isInventory)
        {
            inventoryY += -(Mathf.Pow(inventoryY + 226, 2) - 2800) * 0.003f;
            inventoryY  = Mathf.Clamp(inventoryY, -277, -175);
            inventoryUI.localPosition = new Vector2(inventoryUI.localPosition.x, inventoryY);
            if (alphaVign >= 1)
            {
                alphaVign = 1;
            }
            else
            {
                alphaVign += -(Mathf.Pow(alphaVign - 0.5f, 2) - 0.25f) * 0.03f + 0.02f;
            }
            vignetteBottom.SetAlpha(alphaVign);
            inventory.quickItemInfo.transform.GetComponent <RectTransform>().localPosition = new Vector2(inventory.quickItemInfo.transform.GetComponent <RectTransform>().localPosition.x, -480 - inventoryY);
        }
        else if (!isInventory)
        {
            inventoryY -= -(Mathf.Pow(inventoryY + 226, 2) - 2800) * 0.003f;
            inventoryY  = Mathf.Clamp(inventoryY, -277, -175);
            inventoryUI.localPosition = new Vector2(inventoryUI.localPosition.x, inventoryY);
            if (alphaVign <= 0)
            {
                alphaVign = 0;
            }
            else
            {
                alphaVign -= -(Mathf.Pow(alphaVign - 0.5f, 2) - 0.25f) * 0.03f + 0.02f;
            }
            vignetteBottom.SetAlpha(alphaVign);
            inventory.quickItemInfo.transform.GetComponent <RectTransform>().localPosition = new Vector2(inventory.quickItemInfo.transform.GetComponent <RectTransform>().localPosition.x, -480 - inventoryY);
        }
    }
Esempio n. 24
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    public void Show(float delay = 0f)
    {
        gameObject.SetActive(true);
        grp.alpha = 0f;
        canvasRender.SetAlpha(1);

        DOTween.Kill(grp);
        grp.DOFade(1f, 0.05f).SetLoops(3, LoopType.Yoyo).SetDelay(delay).OnComplete(StartGlitch);
    }
Esempio n. 25
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 public void ShowTooltip(UnitStatus _stats)
 {
     myCanvasRenderer.SetAlpha(1);
     tooltipText.text = "HP: " + _stats.hitPoints + "\n" +
                        "Atk: " + _stats.attack + "\n" +
                        "M.Atk: " + _stats.mAttack + "\n" +
                        "Armor: " + _stats.armor + "\n" +
                        "M.Armor: " + _stats.mArmor + "\n" +
                        "Speed: " + _stats.attack;
 }
Esempio n. 26
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 // Update is called once per frame
 public void DisplayError(string DisplayText)
 {
     textfield.text     = DisplayText;
     textfield.fontSize = 100;
     textfield.color    = Color.red;
     Drawer.SetAlpha(1);
     if (!isRunning)
     {
         StartCoroutine("Blink");
     }
 }
Esempio n. 27
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 // Update is called once per frame
 void Update()
 {
     if (canvas.GetAlpha() > 0.0f)
     {
         timeSinceNotification += Time.deltaTime;
         if (timeSinceNotification >= stayingTime)
         {
             canvas.SetAlpha(1.0f - ((timeSinceNotification - stayingTime) / fadingTime));
         }
     }
 }
 private void Fade(CanvasRenderer canvasRenderer, FadeType fadeType, float fadeSpeed)
 {
     if (fadeType == FadeType.FadeIn && canvasRenderer.GetAlpha() != 1f)
     {
         canvasRenderer.SetAlpha(Mathf.Lerp(canvasRenderer.GetAlpha(), 1f, Time.deltaTime * fadeSpeed));
     }
     else if (fadeType == FadeType.FadeOut && canvasRenderer.GetAlpha() != 0f)
     {
         canvasRenderer.SetAlpha(Mathf.Lerp(canvasRenderer.GetAlpha(), 0f, Time.deltaTime * fadeSpeed));
     }
 }
Esempio n. 29
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.Escape) ||
            Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2) ||
            Manager_ControllerInputManager.p1Controller.A_Button_Pressed || Manager_ControllerInputManager.p1Controller.Start_Button_Pressed ||
            Manager_ControllerInputManager.p2Controller.A_Button_Pressed || Manager_ControllerInputManager.p2Controller.Start_Button_Pressed ||
            Manager_ControllerInputManager.p3Controller.A_Button_Pressed || Manager_ControllerInputManager.p3Controller.Start_Button_Pressed ||
            Manager_ControllerInputManager.p4Controller.A_Button_Pressed || Manager_ControllerInputManager.p4Controller.Start_Button_Pressed ||
            Manager_ControllerInputManager.p5Controller.A_Button_Pressed || Manager_ControllerInputManager.p5Controller.Start_Button_Pressed ||
            Manager_ControllerInputManager.p6Controller.A_Button_Pressed || Manager_ControllerInputManager.p6Controller.Start_Button_Pressed ||
            Manager_ControllerInputManager.p7Controller.A_Button_Pressed || Manager_ControllerInputManager.p7Controller.Start_Button_Pressed ||
            Manager_ControllerInputManager.p8Controller.A_Button_Pressed || Manager_ControllerInputManager.p8Controller.Start_Button_Pressed)
        {
            IsSkipping = true;
        }


        //If there's still time left to fade in, fades in
        if (FadeInTime > 0 && IsSkipping == false)
        {
            FadeInTime -= Time.deltaTime;
            MyInterp.AddTime(Time.deltaTime);

            //Changes the alpha of this image to fade in based on the amount of time passed
            ThisCanvas.SetAlpha(MyInterp.GetProgress());
        }
        //If fading in is finished, stays on screen
        else if (OnScreenTime > 0 && IsSkipping == false)
        {
            OnScreenTime -= Time.deltaTime;

            //Once it's finished staying on screen regularly, sets the interpolater to the fade out time
            if (OnScreenTime <= 0)
            {
                MyInterp.SetDuration(FadeOutTime);
                MyInterp.AddTime(FadeOutTime);
            }
        }
        //If it's done staying on screen normally, fades out
        else if (FadeOutTime > 0)
        {
            FadeOutTime -= Time.deltaTime;
            MyInterp.AddTime(-Time.deltaTime);

            //Changes the alpha of this image to fade out based on the amount of time passed
            ThisCanvas.SetAlpha(MyInterp.GetProgress());

            //Once it's finished fading out, activates the on finish event
            if (FadeOutTime <= 0)
            {
                EventOnFinish.Invoke();
            }
        }
    }
        IEnumerator FadeIn()
        {
            _canvasRenderer.SetAlpha(1);
            _fadeRawImage.gameObject.SetActive(true);

            _fadeRawImage.CrossFadeAlpha(0, FadeTime, false);

            yield return(new WaitForSeconds(FadeTime));

            _fadeRawImage.gameObject.SetActive(false);
        }