// Use this for initialization void Start() { sprite = GetComponent <SpriteRenderer> (); sprite.sortingOrder = 0; fadeInOut = GetComponent <FadeInOut> (); fadeInOut.SetOpacity(0.17f); }
void Start() { hp = maxHp; fader = GameObject.FindGameObjectWithTag(Tags.fader).GetComponent <FadeInOut>(); colorCurves = GameObject.FindGameObjectWithTag(Tags.mainCamera).GetComponent <ColorCorrectionCurves>(); BleedBehavior.BloodAmount = 0; }
//private BrainMapMarker currentMapMarker = null; public BrainMapManager(SpriteBatch spriteBatch, Soul game, AudioManager audioManager, InputManager controls, Vector2 position) { this.audioManager = audioManager; bg = new Sprite(spriteBatch, game, Constants.BRAIN_MAP_BG); mapList = new List<BrainMapMarker>(); List<BrainMapMarker> tmpList = new List<BrainMapMarker>(); /*mapList.Add(tmpList); tmpList = new List<BrainMapMarker>(); mapList.Add(tmpList); tmpList = new List<BrainMapMarker>(); mapList.Add(tmpList);*/ menuManager = new MenuManager(controls); ImageButton button = new ImageButton(spriteBatch, game, controls, new Vector2((float)Constants.RESOLUTION_VIRTUAL_WIDTH * 0.5f - 150, (float)Constants.RESOLUTION_VIRTUAL_HEIGHT * 0.5f + 200), Constants.GUI_CLEANSE, "cleanse"); button.onClick += new ImageButton.ButtonEventHandler(OnButtonPress); menuManager.AddButton(button); button = new ImageButton(spriteBatch, game, controls, new Vector2((float)Constants.RESOLUTION_VIRTUAL_WIDTH * 0.5f + 150, (float)Constants.RESOLUTION_VIRTUAL_HEIGHT * 0.5f + 200), Constants.GUI_BACK, "back"); button.onClick += new ImageButton.ButtonEventHandler(OnButtonPress); menuManager.AddButton(button); menuManager.initialize(); fadeinOut = new FadeInOut(spriteBatch, game, 100); this.position = position; offset = new Vector2((float)bg.X * 0.5f, (float)bg.Y *0.5f); this.controls = controls; }
private void Awake() { if (instance == null) { instance = this; } }
private void Update() { if (Input.GetKeyDown(KeyCode.B)) { StartCoroutine(FadeInOut.FadeImage(a, 3f, A1)); } }
void Start() { fadeInOut = gameObject.GetComponent <FadeInOut> (); fadeInOut.Hide(); Subscribe(); CheckEnter(); }
void OnWinGameEvent(WinGameEvent e) { FadeInOut fade = GetComponent <FadeInOut>(); fade.StartFade(FadeInOut.FadeDirection.FadeOut); _timerStarted = true; }
public void ActivateLevel(bool flag, bool isHard = false) { foreach (FadeInOut entity in entityFaders) { if (isHard) { entity.HardASet(flag ? 1 : 0, flag); } else { entity.SetIsFadeIn(flag); } } if (isHard) { myFader.HardASet(flag ? 1 : 0, flag); } else { if (myFader) { myFader.SetIsFadeIn(flag); } else { myFader = GetComponent <FadeInOut>(); myFader.SetIsFadeIn(flag); } } }
// Use this for initialization void Start() { fadeController = GameObject.Find("Fader").GetComponent <FadeInOut>(); buttonHandler = GameObject.Find("GameOverMenu").GetComponent <GameOverButtonHandler>(); Invoke("MenuStart", 0.25f); }
// Update is called once per frame void Update() { if (countDown == null) { return; } if (TriggerBox.playerOneIsReady && TriggerBox.playerTwoIsReady) { timer -= Time.deltaTime; int intTime = Mathf.CeilToInt(timer); countDown.text = intTime.ToString(); if (intTime <= 0) { FadeInOut fade = fadeCanvas.GetComponent <FadeInOut> (); fade.fadeWay = FadeInOut.Fade.FadeOut; fade.delay = 0.2f; desiredZPos = -250f; StartCoroutine(CamAnimation()); } } else { timer = countDownSec; countDown.text = timer.ToString(); } }
private void Awake() { fadeInOut = GetComponent <FadeInOut>(); Renderer renderer = GetComponent <Renderer>(); renderer.enabled = false; }
// Use this for initialization void Start() { fadeController = GameObject.Find("Fader").GetComponent<FadeInOut>(); buttonHandler = GameObject.Find("GameOverMenu").GetComponent<GameOverButtonHandler>(); Invoke("MenuStart", 0.25f); }
private FadeInOut fader; //FadeInOutスクリプト void Start() { //初期化 hp = maxHp; fader = GameObject.FindGameObjectWithTag(Tags.fader).GetComponent <FadeInOut>(); BleedBehavior.BloodAmount = 0; }
private void Awake() { pScriptTempObject = GetComponent <FadeInOut>(); pThisButtonAni = this.GetComponent <Animation>(); m_StaticMember = (StaticMemberManager)GameObject.Find("StaticMemberManager"). gameObject.GetComponent <StaticMemberManager>(); }
private void _ShowItem(string itemName, Func <UIElement> createItem, Action complete) { if (_itemName == itemName) { return; } var finded = false; foreach (FrameworkElement item in container.Children) { var show = GetItem(item) == itemName; if (show) { _itemName = itemName; item.Visibility = Visibility.Visible; _pipeline.IncrementAsync(); FadeInOut.RaisePreFadeIn(item); Animations.OpacityOut(item, 500, EasingMode.EaseOut, () => { FadeInOut.RaiseFadedIn(item); complete(); }); finded = true; } else { if (item.Visibility == Visibility.Visible) { _pipeline.IncrementAsync(); FadeInOut.RaisePreFadeOut(item); Animations.OpacityIn(item, 500, EasingMode.EaseOut, () => { item.Visibility = Visibility.Collapsed; FadeInOut.RaiseFadedOut(item); complete(); }); } } } if (!finded && createItem != null) { //自动添加项,并显示 var item = createItem(); TabPanel.SetItem(item, itemName); container.Children.Add(item); item.Visibility = Visibility.Visible; _pipeline.IncrementAsync(); FadeInOut.RaisePreFadeIn(item); Animations.OpacityOut(item, 500, EasingMode.EaseOut, () => { FadeInOut.RaiseFadedIn(item); complete(); }); _itemName = itemName; } }
public void FadeOut(bool activeState, float time, System.Action action) { FadeInOut fade = Get <FadeInOut>(UIList.FadeInOut); if (fade != null) { fade.FadeOut(activeState, time, action); } }
public void ReloadScene(bool reload) { FadeInOut fade = fadeCanvas.GetComponent <FadeInOut> (); fade.fadeWay = FadeInOut.Fade.FadeOut; fade.delay = 0.2f; desiredZPos = -250f; StartCoroutine(waitTillFinish(reload)); }
IEnumerator ChangeLevel() { FadeInOut fadeInOut = GameObject.Find("Character Main Camera").GetComponent <FadeInOut>(); float fadeTime = fadeInOut.BeginFade(1); yield return(new WaitForSeconds(fadeTime)); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1); }
private ColorCorrectionCurves colorCurves; //实现死亡时相机画面逐渐变为黑白效果的脚本(内置资源包) void Start() { hp = maxHp;//玩家当前生命值为最大值 fader = GameObject.FindGameObjectWithTag(Tags.fader).GetComponent <FadeInOut>(); //出现渐隐效果 colorCurves = GameObject.FindGameObjectWithTag(Tags.mainCamera).GetComponent <ColorCorrectionCurves>(); //出现黑白效果 BleedBehavior.BloodAmount = 0;//血红效果为0(在武器相机中设置) }
void Awake() { fade = this; img = GetComponent <Image>(); if (start_fadeout) { FadeOut(); } }
void Start() { wave = GameObject.Find("WaveChange").GetComponent <WaveChange>(); move = GameObject.Find("unitychan").GetComponent <PlayerMove>(); fade = GameObject.Find("FadePanel").GetComponent <FadeInOut>(); anime = GameObject.Find("unitychan").GetComponent <Animator>(); voice = GameObject.Find("unitychan").GetComponent <UnityVoice>(); unityAnime = GameObject.Find("unitychan").GetComponent <UnitychanAnimation>(); }
void Start() { spawnController = GameObject.Find("Spawner").GetComponent<Spawner_Script>(); distanceController = GameObject.Find("_DistanceController").GetComponent<DistanceController>(); fadeController = GameObject.Find("Fader").GetComponent<FadeInOut>(); gameOver = GameObject.Find("GameOver").GetComponent<GameOver>(); Invoke("stageStart", 0.25f); Invoke("startGame", 3.0f); }
void Start() { spawnController = GameObject.Find("Spawner").GetComponent <Spawner_Script>(); distanceController = GameObject.Find("_DistanceController").GetComponent <DistanceController>(); fadeController = GameObject.Find("Fader").GetComponent <FadeInOut>(); gameOver = GameObject.Find("GameOver").GetComponent <GameOver>(); Invoke("stageStart", 0.25f); Invoke("startGame", 3.0f); }
//残影的淡入淡出 对象、位置、旋转、存在时间 private void InitFadeInObj(GameObject go, Vector3 position, Quaternion rotation, float lifeCycle) { go.hideFlags = HideFlags.HideAndDontSave; go.transform.position = position; go.transform.rotation = rotation; FadeInOut fi = go.AddComponent <FadeInOut>(); fi.lifeCycle = lifeCycle; objs.Add(go); //加入列表 }
public void Close(Action complete) { FadeInOut.RaisePreFadeOut(this); Animations.OpacityIn(this, 500, EasingMode.EaseOut, () => { this.Visibility = Visibility.Collapsed; FadeInOut.RaiseFadedOut(this); complete(); }); }
/// <summary> /// 预加载视图使用该方法模拟打开时应该触发的事件 /// </summary> internal void SimulateOpen() { FadeInOut.RaisePreFadeIn(this); if (!_isRendered) { _isRendered = true; Rendered(); } FadeInOut.RaiseFadedIn(this); }
private void Awake() { if (instance == null) { instance = this; } bg.color = new Vector4(0, 0, 0, 1); bg.gameObject.SetActive(true); }
private void Awake() { S = this; spriteRenderer = GetComponent <SpriteRenderer>(); fadeOut = false; Color temp = spriteRenderer.color; temp.a = 1; spriteRenderer.color = temp; }
private void Awake() { if (this._element == null) { this._element = this.GetComponent <FadeInOut>(); } if (this._element == null) { Debug.LogWarning("_element is not set and no FadeInOut component was found"); } }
private void Update() { if (Input.GetKeyDown(KeyCode.A)) { StartCoroutine(FadeInOut.FadeImage(image1, 5f, color1)); } else if (Input.GetKeyDown(KeyCode.B)) { StartCoroutine(FadeInOut.FadeImage(image2, 5f, color2)); } }
void Update() { if (Input.GetKeyDown(KeyCode.A)) { StartCoroutine(FadeInOut.FadeImage(red, 10F, a)); } if (Input.GetKeyDown(KeyCode.B)) { StartCoroutine(FadeInOut.FadeImage(blue, 10F, b)); } }
//***************************************************** void Start() { music = GetComponent <AudioSource> (); scorer = FindObjectOfType <ScoreKeeper> (); fader = GetComponent <FadeInOut> (); //Not the best way to get the credits Mesh Renderer, but as long as it is neither destroyed //nor duplicated this way should suffice. credits = GameObject.Find("Credits").GetComponent <MeshRenderer> (); FindForceDirTest(); music.Play(); }
void Start() { devText = GameObject.Find("Distance Text").GetComponent<Text>(); devBossText = GameObject.Find("Boss Text").GetComponent<Text>(); fader = GameObject.Find("Fader").GetComponent<FadeInOut>(); gameController = GameObject.Find("_GameController").GetComponent<GameController>(); bg[0] = GameObject.Find("Road_BG").GetComponent<MeshRenderer>(); bg[1] = GameObject.Find("Beach_BG").GetComponent<MeshRenderer>(); bg[2] = GameObject.Find("Forest_BG").GetComponent<MeshRenderer>(); }
private void Awake() { if (_instance != null) { Destroy(gameObject); } else { _instance = this; } }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
// Use this for initialization void Awake () { _count_text [0] = "「本番5秒前!!」"; _count_text [1] = "「4」"; _count_text [2] = "「3」"; _count_text [3] = "「2」"; _count_text [4] = "「1...」"; _title_logo_ref = GameObject.FindObjectOfType<FadeInOut> (); _camera = GameObject.FindObjectOfType<ChangeCamera> (); _message_panel.enabled = false; }
void Start() { instance = this; trigger = false; BlackImg = gameObject.GetComponent<Image>(); vignette = Camera.main.GetComponent<VignetteAndChromaticAberration>(); if (vignette != null) { fade_PlayerDead_Info.Vgnetting_min = vignette.intensity; fade_PlayerDead_Info.chromaticAberration_min = vignette.chromaticAberration; } }
void Start() { fadeinout = GameObject.Find("Main Camera").GetComponent<FadeInOut>(); }
void Start() { fadeController = GameObject.Find("Fader").GetComponent<FadeInOut>(); }
void Awake() { _instance = this; GetComponent<GUITexture>().pixelInset = new Rect (0f, 0f, Screen.width, Screen.height); }
// This fade from transparent to all black. public void FadeOut() { fade = FadeInOut.Out; }
// This fade from all black to transparent. public void FadeIn() { fade = FadeInOut.In; }
void Start() { fader = GameObject.FindGameObjectWithTag("Fader").GetComponent<FadeInOut>(); StartCoroutine(fader.FadeIn()); }
void Awake() { this.transform.tag = Tags.PLAYER; _myPlatformerMovement = gameObject.AddComponent<PlatformerMovement>(); _attackCatcher = gameObject.AddComponent<AttackCather> (); _clashAble = gameObject.AddComponent<ClashAble> (); _basicAttack = gameObject.AddComponent<BasicStunAttack> (); _playerTransformer = gameObject.AddComponent<PlayerTransformer> (); gameObject.AddComponent<TouchDetector2D> (); gameObject.AddComponent<LandOnTopKill> (); rigidBody = gameObject.GetComponent<Rigidbody2D> (); _playerAnimHandler = gameObject.AddComponent<PlayerAnimationHandler> (); gameObject.AddComponent<RigidbodyUtil2D>(); _fader = gameObject.AddComponent<FadeInOut> (); gameObject.AddComponent<PlayerEffects>(); gameObject.AddComponent<PlayerSoundHandler>(); _stunTimer = gameObject.AddComponent<ComTimer> (); _stunTimer.TimerEnded += StunTimerEnded; _attackCatcher.OnStunAttackCatch += OnStunHit; _attackCatcher.OnStunKillAttackCatch += OnStunKillHit; // if Jump on my head hit while in stun _attackCatcher.OnKillAttackCatch += OnKillHit; }
void Start() { fader = GameObject.FindObjectOfType<FadeInOut>(); }