IEnumerator EndlessEyeOpen() { //Fades out the black panel yield return(new WaitForSeconds(4f)); Image panel = EyeClosePanel.GetComponent <Image>(); float alpha = 0; while (alpha < 1) { alpha += Time.deltaTime * 0.3f; panel.color = Color.Lerp(Color.black, Color.clear, alpha); yield return(0); } EyeClosePanel.SetActive(false); //Creates a new narration trigger at stanley's location, which begins the panic sequence GameObject stanley = GameObject.FindWithTag("Player"); GameObject newTrigger = Instantiate(FinalNarrationTrigger, stanley.transform.position, Quaternion.identity); NarrationTrigger newTrigScript = newTrigger.GetComponent <NarrationTrigger>(); //Assign the new trigger's variables for it newTrigScript.EyeClosePanel = EyeClosePanel; newTrigScript.MainNarration = MainNarration; newTrigScript.Panel = Panel; newTrigScript.PanelDisappear = PanelDisappear; newTrigScript.TextDisappear = TextDisappear; }
IEnumerator EndlessPanicBlack() { //Stops music, waits, then blacks out screen audioSystem.MusicAudio.Stop(); yield return(new WaitForSeconds(2f)); Image panel = EyeClosePanel.GetComponent <Image>(); panel.color = Color.black; //reloads the scene to start again yield return(new WaitForSeconds(5f)); SceneManager.LoadScene(SceneManager.GetActiveScene().name); }
IEnumerator EndlessEyeClose() { //Makes a black UI panel fade in to black out screen EyeClosePanel.SetActive(true); Image panel = EyeClosePanel.GetComponent <Image>(); float alpha = 0; while (alpha < 1) { alpha += Time.deltaTime * 0.4f; panel.color = Color.Lerp(Color.clear, Color.black, alpha); yield return(0); } }
IEnumerator EndlessPanic() { yield return(new WaitForSeconds(2f)); audioSystem.MusicAudio.clip = PanicMusic; audioSystem.MusicAudio.Play(); EyeClosePanel.SetActive(true); Image panel = EyeClosePanel.GetComponent <Image>(); //Slowly turns screen tint red float alpha = 0; while (alpha < 0.6f) { alpha += Time.deltaTime * 0.13f; panel.color = Color.Lerp(Color.clear, Color.red, alpha); yield return(0); } }