StartAlphaFade() public static method

Starts the fade from color newScreenOverlayColor. If isFadeIn, start fully opaque, else start transparent.
public static StartAlphaFade ( Color newScreenOverlayColor, bool isFadeIn, float fadeDuration ) : void
newScreenOverlayColor Color /// Target screen overlay Color. ///
isFadeIn bool /// Whether to fade in or out. ///
fadeDuration float /// Fade duration. ///
return void
Esempio n. 1
0
    protected virtual void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_Menu"));
        }

        if (Input.GetKeyDown(KeyCode.Menu) || Input.GetKeyDown(KeyCode.Return))
        {
            visible = !visible;
        }
    }
Esempio n. 2
0
 private void OnLevelWasLoaded(int level)
 {
     DW_CameraFade.StartAlphaFade(Color.black, true, 0.5f, 0f);
 }
Esempio n. 3
0
    private void OnGUI()
    {
        var centeredStyle = GUI.skin.GetStyle("Label");

        const float width        = 250f;
        const float buttonHeight = 35f;

        float height = 370f + buttonHeight * 3f;

#if UNITY_WEBGL
        height -= 20f + buttonHeight;
#endif
        if (DW_GUILayout.IsRuntimePlatformMobile())
        {
            height -= buttonHeight;
        }

        if (DW_GUILayout.IsRuntimePlatformMobile())
        {
            DW_GUILayout.UpdateScaleMobile();
        }
        else
        {
            DW_GUILayout.UpdateScaleDesktop(height);
        }

        GUILayout.BeginArea(
            new Rect(
                Screen.width / 2f / DW_GUILayout.scaleFactor - width / 2f,
                Screen.height / 2f / DW_GUILayout.scaleFactor - height / 2f, width, height
                ),
            "DynamicWater Demo Menu", "Window"
            );
        GUILayout.BeginVertical();

        GUILayout.Space(10);
        if (GUILayout.Button("Pool Scene", GUILayout.Height(buttonHeight)))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_Pool"));
        }
        if (GUILayout.Button("Waterfall Scene", GUILayout.Height(buttonHeight)))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_Waterfall"));
        }
        if (GUILayout.Button("Buoyancy Demo Scene", GUILayout.Height(buttonHeight)))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_Buoyancy"));
        }
        if (GUILayout.Button("Boat Demo Scene", GUILayout.Height(buttonHeight)))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_Boat"));
        }
        // Not showing Character demo for mobile, as it is unplayable for now
        if (!DW_GUILayout.IsRuntimePlatformMobile())
        {
            if (GUILayout.Button("Character Scene", GUILayout.Height(buttonHeight)))
            {
                DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_Character"));
            }
        }
        if (GUILayout.Button("Obstruction geometry Demo", GUILayout.Height(buttonHeight)))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_Obstruction"));
        }

        centeredStyle.alignment = TextAnchor.MiddleCenter;
        GUILayout.Label("Mobile Demos", GUILayout.Height(buttonHeight * 0.75f));

        if (GUILayout.Button("Pool Scene (Mobile)", GUILayout.Height(buttonHeight)))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_PoolMobile"));
        }
        if (GUILayout.Button("Buoyancy Demo Scene (Mobile)", GUILayout.Height(buttonHeight)))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_BuoyancyMobile"));
        }
        if (GUILayout.Button("Boat Demo Scene (Mobile)", GUILayout.Height(buttonHeight)))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_BoatMobile"));
        }

#if UNITY_WEBGL
        GUILayout.Space(20);
        GUI.color = new Color(1f, 0.6f, 0.6f, 1f);
        if (GUILayout.Button("Quit", GUILayout.Height(buttonHeight)))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, Application.Quit);
        }
#endif

        GUILayout.EndVertical();
        GUILayout.EndArea();

        GUI.color = Color.white;
        centeredStyle.alignment = TextAnchor.UpperLeft;

        if (!DW_GUILayout.IsRuntimePlatformMobile() && !Application.isEditor)
        {
            Screen.fullScreen = GUI.Toggle(
                new Rect((Screen.width / 2f - width / 2f - 100f) / DW_GUILayout.scaleFactor,
                         Screen.height / 2f / DW_GUILayout.scaleFactor - height / 2f,
                         100f, 400f), Screen.fullScreen, " Fullscreen");
        }
        GUI.Label(new Rect((Screen.width / 2f + width / 2f + 20f) / DW_GUILayout.scaleFactor,
                           Screen.height / 2f / DW_GUILayout.scaleFactor - height / 2f, 200f, 400f),
                  "You can press Enter/Menu button to disable GUI (as Unity GUI may cause slowdown, especially on mobile)");
    }
    private void OnGUI()
    {
        if (!visible)
        {
            return;
        }

        const float initWidth      = 275f;
        const float initHeight     = 370f;
        const float initItemHeight = 30f;

        DW_GUILayout.itemWidth  = initWidth - 20f;
        DW_GUILayout.itemHeight = initItemHeight;
        DW_GUILayout.yPos       = 0f;
        DW_GUILayout.hovered    = false;

        if (DW_GUILayout.IsRuntimePlatformMobile())
        {
            DW_GUILayout.UpdateScaleMobile();
        }
        else
        {
            DW_GUILayout.UpdateScaleDesktop(initHeight + 30f);
        }

        GUI.BeginGroup(new Rect(15f, 15f, initWidth, initHeight), "Obstruction geometry Demo", "Window");
        var centeredStyle = GUI.skin.GetStyle("Label");

        centeredStyle.alignment = TextAnchor.MiddleLeft;

        DW_GUILayout.yPos = 20f;

        const string text = "This demo demonstrates more advanced usage of obstruction geometry. " +
                            "Here, a barell-like object is constructed with a combination of two obstruction meshes.\n" +
                            "This demo also uses\"Bake obstruction into mesh\" option, which in combination " +
                            "with special shader allows " +
                            "to create non-rectangular shapes with holes (note how the corners of water plane are " +
                            "not sticking out from the cylinder).";

        DW_GUILayout.itemHeight = centeredStyle.CalcHeight(new GUIContent(text, ""), DW_GUILayout.itemWidth);
        DW_GUILayout.Label(text);
        DW_GUILayout.itemHeight = initItemHeight;

        DW_GUILayout.Box("Simulation");

        bool toggleChanged;

        DW_GUILayout.tooltip = "Enables or disables raindrops. Raindrops are controlled by SplashZone component.";
        RainZone.IsRaining   = DW_GUILayout.Toggle(RainZone.IsRaining, "Raindrops", out toggleChanged);

        DW_GUILayout.Label("Select one of the obstruction masks to see how they affect the wave propagation:", true);
        DW_GUILayout.Space(5f);

        DW_GUILayout.itemHeight = 45f;
        for (int i = 0; i < ObstructionMasks.Length; i++)
        {
            Texture2D obstructionMask = ObstructionMasks[i];
            Rect      rect            = new Rect(DW_GUILayout.paddingLeft + i * 64f, DW_GUILayout.yPos, 60f, DW_GUILayout.itemHeight);

            if (GUI.Button(rect, obstructionMask))
            {
                Water.ObstructionMask = obstructionMask;
            }
        }
        DW_GUILayout.yPos      += DW_GUILayout.itemHeight;
        DW_GUILayout.itemHeight = initItemHeight;

        GUI.color = new Color(1f, 0.6f, 0.6f, 1f);
        if (GUI.Button(new Rect(DW_GUILayout.paddingLeft, initHeight - 40f, DW_GUILayout.itemWidth, 30f), "Back to Main Menu"))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_Menu"));
        }

        GUI.EndGroup();

        GUI.color = Color.white;
        DW_GUILayout.DrawLogo(Logo);
    }
    private void OnGUI()
    {
        if (!visible)
        {
            return;
        }

        const float initWidth      = 275f;
        const float initHeight     = 205f;
        const float initItemHeight = 30f;

        DW_GUILayout.itemWidth  = initWidth - 20f;
        DW_GUILayout.itemHeight = initItemHeight;
        DW_GUILayout.yPos       = 0f;
        DW_GUILayout.hovered    = false;

        if (DW_GUILayout.IsRuntimePlatformMobile())
        {
            DW_GUILayout.UpdateScaleMobile();
        }
        else
        {
            DW_GUILayout.UpdateScaleDesktop(initHeight + 30f);
        }

        GUI.BeginGroup(new Rect(15f, 15f, initWidth, initHeight), "Boat Demo Scene", "Window");
        var centeredStyle = GUI.skin.GetStyle("Label");

        centeredStyle.alignment = TextAnchor.MiddleLeft;

        DW_GUILayout.yPos = 20f;

        string solverName = Application.loadedLevelName == "DW_Boat" ? "Advanced Ambient" : "Simple Ambient";

        string text = "This demo shows how a simple boat controller can be implemented and demonstrates " +
                      "a practical use of " + solverName + " Solver component.\n\n" +
                      "Controls:\n";

        if (DW_GUILayout.IsRuntimePlatformMobile())
        {
            text += "Tilt your device to control the boat.";
        }
        else
        {
            text += "Movement - Arrow keys or WSAD\n" +
                    "Camera: use wheel to zoom, use right mouse button to orbit camera";
        }

        DW_GUILayout.itemHeight = centeredStyle.CalcHeight(new GUIContent(text, ""), DW_GUILayout.itemWidth);
        DW_GUILayout.Label(text);
        DW_GUILayout.itemHeight = initItemHeight;

        GUI.color = new Color(1f, 0.6f, 0.6f, 1f);
        if (GUI.Button(new Rect(DW_GUILayout.paddingLeft, initHeight - 40f, DW_GUILayout.itemWidth, 30f), "Back to Main Menu"))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_Menu"));
        }

        GUI.EndGroup();

        GUI.color = Color.white;
        DW_GUILayout.DrawLogo(Logo);
    }
Esempio n. 6
0
    private void OnGUI()
    {
        if (!visible)
        {
            return;
        }
        const float initWidth      = 275f;
        const float initHeight     = 395f;
        const float initItemHeight = 30f;

        DW_GUILayout.itemWidth  = initWidth - 20f;
        DW_GUILayout.itemHeight = initItemHeight;
        DW_GUILayout.yPos       = 0f;
        DW_GUILayout.hovered    = false;

        if (DW_GUILayout.IsRuntimePlatformMobile())
        {
            DW_GUILayout.UpdateScaleMobile();
        }
        else
        {
            DW_GUILayout.UpdateScaleDesktop(initHeight + 30f);
        }

        GUI.BeginGroup(new Rect(15f, 15f, initWidth, initHeight), "Buoyancy Demo Scene", "Window");
        var centeredStyle = GUI.skin.GetStyle("Label");

        centeredStyle.alignment = TextAnchor.MiddleLeft;

        DW_GUILayout.yPos = 20f;

        string text;

        if (_sceneName == "DW_BuoyancyMobile")
        {
            text = "This demo shows how buoyancy force can be applied to objects of any shape and configuration." +
                   "Note that the boat actually consists of multiple child objects with BoxCollider, and with \"Process children\" enabled on parent.\n" +
                   "This demo also shows how to create and modify wave functions to get the desired effect " +
                   "(see DynamicWaterSolverAmbientSimple.cs for example).\n" +
                   "Also note that huge waves like the ones in this demo can be effectively created using " +
                   "very small quality level (this demo uses 25x25 grid, total 676 vertices, 1250 triangles). " +
                   "However, actual wave simulation is disabled in this demo, as it doesn't scales well for large surfaces.\n\n" +
                   "You can also drag objects to see how buoyancy is applied.";
        }
        else
        {
            text = "This demo shows how buoyancy force can be applied to objects of any shape and configuration. " +
                   "Note that the boat actually consists of three child objects with \"Process children\" enabled on parent.\n\n" +
                   "This demo also shows how to create and modify wave functions to get the desired effect " +
                   "(see DynamicWaterSolverAmbientSimple.cs for example).\n" +
                   "Also note that huge waves like in this demo can be effectively created using " +
                   "very small quality level (this demo uses 25x25 grid, total 676 vertices, 1250 triangles). " +
                   "However, actual wave simulation is disabled in this demo, as it doesn't scales well for large surfaces.\n\n" +
                   "You can also drag objects to see how buoyancy is applied.";
        }

        DW_GUILayout.itemHeight = centeredStyle.CalcHeight(new GUIContent(text, ""), DW_GUILayout.itemWidth);
        DW_GUILayout.Label(text);
        DW_GUILayout.itemHeight = initItemHeight;

        GUI.color = new Color(1f, 0.6f, 0.6f, 1f);
        if (GUI.Button(new Rect(DW_GUILayout.paddingLeft, initHeight - 40f, DW_GUILayout.itemWidth, 30f), "Back to Main Menu"))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_Menu"));
        }

        GUI.EndGroup();

        GUI.color = Color.white;
        DW_GUILayout.DrawLogo(Logo);
    }
Esempio n. 7
0
 protected virtual void OnLevelWasLoaded(int level)
 {
     DW_CameraFade.StartAlphaFade(Color.black, true, 0.5f, 0f);
 }
    private void OnGUI()
    {
        if (!visible || Water == null)
        {
            return;
        }

        // Initializing depending on platform and scene
        string text = "";
        bool   toggleChanged;

        const float initWidth      = 275f;
        float       initHeight     = 610f;
        float       initItemHeight = 30f;

        switch (_sceneName)
        {
        case "DW_PoolMobile":
            initHeight = 550f;
            break;

        case "DW_Waterfall":
            initHeight = 540f;
            break;

        case "DW_Character":
            initHeight = 660f;
            break;
        }

        if (DW_GUILayout.IsRuntimePlatformMobile())
        {
            initHeight = 480f - 15f * 2f;

            switch (_sceneName)
            {
            case "DW_PoolMobile":
                initItemHeight = 31f;
                break;

            case "DW_Waterfall":
                initItemHeight = 31f;
                break;

            default:
                initItemHeight = 36f;
                break;
            }
        }

        DW_GUILayout.itemWidth  = initWidth - 20f;
        DW_GUILayout.itemHeight = initItemHeight;
        DW_GUILayout.yPos       = 0f;
        DW_GUILayout.hovered    = false;

        switch (_sceneName)
        {
        case "DW_Pool":
            text = "Pool Scene";
            break;

        case "DW_PoolMobile":
            text = "Pool Scene (Mobile Optimized)";
            break;

        case "DW_Waterfall":
            text = "Waterfall Scene";
            break;

        case "DW_Character":
            text = "Character Scene";
            break;
        }

        if (DW_GUILayout.IsRuntimePlatformMobile())
        {
            DW_GUILayout.UpdateScaleMobile();
        }
        else
        {
            DW_GUILayout.UpdateScaleDesktop(initHeight + 30f);
        }

        GUI.BeginGroup(new Rect(15f, 15f, initWidth, initHeight), text, "Window");
        var centeredStyle = GUI.skin.GetStyle("Label");

        centeredStyle.alignment = TextAnchor.MiddleLeft;

        DW_GUILayout.yPos = 20f;

        switch (_sceneName)
        {
        case "DW_Pool":
            text = "This scene demonstrates some basic abilities of Dynamic Water:\n" +
                   " - interacting with water surface;\n" +
                   " - static obstruction geomertry;\n" +
                   " - buoyant objects that make splashes on water;\n" +
                   " - usage of SplashZone component.\n" +
                   "You can also create some crates and move objects around.";
            if (DW_GUILayout.IsRuntimePlatformMobile())
            {
                text = "This scene demonstrates some basic abilities of Dynamic Water.";
            }
            break;

        case "DW_PoolMobile":
            text = "This is the same scene as Pool, but optimized for low-end " +
                   "mobile GPUs. " +
                   "Try \"Use fast normals\" and disable GUI " +
                   "(Enter/menu button) for more performance!";
            break;

        case "DW_Waterfall":
            text = "This demo demonstrates a practical use of SplashZone " +
                   "component for creating a waterfall effect. Note how you " +
                   "can use multiple SplashZones on a single water instance, " +
                   "like for the rain and for waterfall.";
            break;

        case "DW_Character":
            text = "This demo demonstrates how to integrate the system with a character controller. " +
                   "Notice the presence of underwater fog effect and that character creates ripples while walking in shallow water.\n" +
                   "\nControls:\n" +
                   "Movement - Arrow keys or WSAD,\n" +
                   "Run - Shift,\n" +
                   "Jump - Space,\n" +
                   "Swim up - X,\n" +
                   "Camera: use wheel to zoom, use right mouse button to orbit camera";
            break;

        default:
            text = "";
            break;
        }

        DW_GUILayout.itemHeight = centeredStyle.CalcHeight(new GUIContent(text, ""), DW_GUILayout.itemWidth);
        DW_GUILayout.Label(text);
        DW_GUILayout.itemHeight = initItemHeight;

        DW_GUILayout.Space(5);
        DW_GUILayout.Box("Simulation");

        if (BuoyantCrate != null)
        {
            DW_GUILayout.tooltip = "Drops a crate into water. You can drag it around to see how it makes splashes when going in and out of water.";
            if (DW_GUILayout.Button("Drop a box!", 180f))
            {
                Bounds bounds = Water.GetComponent <Collider>().bounds;
                Instantiate(BuoyantCrate, new Vector3(Random.Range(bounds.min.x, bounds.max.x), 10f, Random.Range(bounds.min.z, bounds.max.z)),
                            Quaternion.Euler(Random.Range(0, 360f), Random.Range(0, 360f), Random.Range(0, 360f)));
            }
            DW_GUILayout.Space(5);
        }

        if (_sceneName == "DW_Waterfall" && WaterfallSplashZone != null && WaterfallParticleSystem != null)
        {
            DW_GUILayout.tooltip          = "Enables or disables waterfall. Waves create by waterfall are controlled by SplashZone component.";
            WaterfallSplashZone.IsRaining = DW_GUILayout.Toggle(WaterfallSplashZone.IsRaining, "Waterfall", out toggleChanged);
#if UNITY_3_5
            WaterfallParticleSystem.gameObject.active = WaterfallSplashZone.IsRaining;
#else
            WaterfallParticleSystem.gameObject.SetActive(WaterfallSplashZone.IsRaining);
                #endif
            DW_GUILayout.Space(10);
        }

        DW_GUILayout.tooltip = "Enables or disables raindrops. Raindrops are controlled by SplashZone component.";
        RainZone.IsRaining   = DW_GUILayout.Toggle(RainZone.IsRaining, "Raindrops", out toggleChanged);
        DW_GUILayout.Space(10);

        DW_GUILayout.tooltip = "The damping defines how fast waves dissipate. The bigger the value, the faster they will go away.\n" +
                               "  0 - waves never dissipate (some odd behaviour may occur);\n  1 - waves dissipate instantly.";
        Water.Damping = DW_GUILayout.Slider(Water.Damping, "Damping: ", 0f, 1f);

        DW_GUILayout.Space(10);
        DW_GUILayout.tooltip = "Controls the speed of wave propagation. Maximal value is limited by Quality.";
        Water.Speed          = DW_GUILayout.Slider(Water.Speed, "Speed: ", 0f, Water.MaxSpeed());

        DW_GUILayout.Space(10);
        DW_GUILayout.Box("Quality");
        DW_GUILayout.tooltip = string.Format("Simulation quality. Larger values result in more smooth visuals.\n\nGrid:{0}x{1}, {2} vertices, {3} triangles.",
                                             Water.GridSize.x, Water.GridSize.y, Water.GridSize.x * Water.GridSize.y, Water.GridSize.x * Water.GridSize.y * 2);
        Water.Quality = (int)DW_GUILayout.Slider(Water.Quality, "Quality: ", 25f, _sceneName == "DW_PoolMobile" ? 120 : 256);

        DW_GUILayout.tooltip = string.Format("Simulation quality. Larger values result in more smooth visuals.\n\nGrid: {0}x{1}, {2} vertices, {3} triangles.",
                                             Water.GridSize.x, Water.GridSize.y, Water.GridSize.x * Water.GridSize.y, Water.GridSize.x * Water.GridSize.y * 2);

        DW_GUILayout.tooltip = "This option enables another method of mesh normals calculation. " +
                               "It can massively increase performance (up to 6x), especially on high Quality levels " +
                               "and mobile devices.\n";
        Water.UseFastNormals = DW_GUILayout.Toggle(Water.UseFastNormals, "Use fast normals:", out toggleChanged);

        centeredStyle.alignment = TextAnchor.UpperLeft;

        GUI.color = Color.cyan;
        if (DW_GUILayout.hovered)
        {
            DW_GUILayout.Space(10);
            DW_GUILayout.itemHeight = 200f;
            DW_GUILayout.Label(DW_GUILayout.tooltipActive);
            DW_GUILayout.itemHeight = initItemHeight;
        }

        GUI.color = new Color(1f, 0.6f, 0.6f, 1f);
        if (GUI.Button(new Rect(DW_GUILayout.paddingLeft, initHeight - 40f, DW_GUILayout.itemWidth, 30f), "Back to Main Menu"))
        {
            DW_CameraFade.StartAlphaFade(Color.black, false, 0.5f, 0f, () => Application.LoadLevel("DW_Menu"));
        }

        GUI.EndGroup();

        GUI.color = Color.white;
        DW_GUILayout.DrawLogo(Logo);
    }