public void BlackIn(float duration) { fadeScreen.CrossFadeAlpha(0f, 0f, true); fadeScreen.enabled = true; fadeScreen.CrossFadeAlpha(1, duration, true); }
// Start is called before the first frame update void Start() { Tutorial1.CrossFadeAlpha(0f, 0f, false); Tutorial2.CrossFadeAlpha(0f, 0f, false); tutting1 = false; tutting2 = false; }
void FadeIn() { switch (number) { case 1: ballGame.CrossFadeAlpha(1.0f, 2.0f, false); break; case 2: splashImage.CrossFadeAlpha(1.0f, 2.0f, false); break; case 3: diamondGIf.CrossFadeAlpha(1.0f, 2.0f, false); break; case 4: startScreen.CrossFadeAlpha(1.0f, 2.0f, false); break; case 5: controlInstuctions.CrossFadeAlpha(1.0f, 2.0f, false); break; } }
private IEnumerator _SwitchLevel(int level, float seconds) { image.CrossFadeAlpha(1f, seconds, true); yield return(StartCoroutine(WaitForRealSeconds(seconds))); SceneManager.LoadScene(level); }
/// <summary> /// This is the Actual FadeIn() Method. All other public methods Invoke this at a specific time, /// and then take care of Scene loads/changes while screen is obscured. /// it uses Unity's CrossFadeAlpha Method on the OverSized RawImage with a black material that covers /// the Screen View. /// </summary> private void FadeIn() { //if we have reference to our RawImage if (screenFadeTexture != null) { //cross-fade alpha for gradual fade in. screenFadeTexture.CrossFadeAlpha(fadeInAlpha, fadeInDuration, true); } else { //Setup reference again... probably unnecessary. Left over from before the //fader canvas was made to persist between scenes as well as the ScreenFaderSingleton, //and the BackGroundMenuAndMusic GameObject. screenFadeTexture = FaderReferenceSetup.ourFaderReference.faderRawImage; //Because Unity Destroys things without any order we throw in an extra check //to make sure we are not trying to cross-fade the alpha if the RawImage is destroyed //before this script... Which i did catch happening on play-mode exit a couple times, //but this solved it. if (!FaderReferenceSetup.applicationIsQuiting) { //cross-fade alpha for gradual fade in. screenFadeTexture.CrossFadeAlpha(fadeInAlpha, fadeInDuration, true); } } }
private void ChangeCameras(bool useNormal) { if (useNormal) { BGFader.CrossFadeAlpha(0.0f, 0.5f, false); BGFader.gameObject.SetActive(false); mainCamera.cullingMask = oldCameraCullingMask; mainCamera.gameObject.layer = 0; canvasOverlay.gameObject.layer = 5; golemText.enabled = false; golemBottomText.enabled = false; } else { BGFader.gameObject.SetActive(true); BGFader.CrossFadeAlpha(0.95f, 5f, false); BGFader.transform.localEulerAngles = new Vector3(BGFaderXRot, 0f, 0f); /* * mainCamera.cullingMask = (1 << LayerMask.NameToLayer("Tools")) | (1 << LayerMask.NameToLayer("Shop")) | (1 << LayerMask.NameToLayer("InventoryBin")) | (1 << LayerMask.NameToLayer("Slots")) | (1 << LayerMask.NameToLayer("Items")); | //| (1 << LayerMask.NameToLayer("UI")); | mainCamera.gameObject.layer = 16; | canvasOverlay.gameObject.layer = 16; */ } }
public IEnumerator IE_Flash() { image.color = new Color(image.color.r, image.color.g, image.color.b, 1); image.canvasRenderer.SetColor(redWash); image.CrossFadeAlpha(1, 0, true); whitewash.color = Color.white; whitewash.canvasRenderer.SetColor(Color.white); yield return(new WaitForSecondsRealtime(0.5f)); whitewash.CrossFadeAlpha(0, 2f, true); image.CrossFadeAlpha(0.3f, 5f, true); yield return(new WaitForSecondsRealtime(2f)); image.CrossFadeColor(Color.black, 2f, true, true); yield return(new WaitForSecondsRealtime(3f)); DestroyProjectiles(); Time.timeScale = 1; yield return(new WaitForSecondsRealtime(0.1f)); image.CrossFadeColor(Color.clear, 0.15f, true, true); whitewash.CrossFadeColor(Color.clear, 0.15f, true, true); Reset(); yield return(new WaitForSecondsRealtime(0.15f)); image.canvasRenderer.SetColor(redWash); image.color = new Color(redWash.r, redWash.g, redWash.b, 0); whitewash.canvasRenderer.SetColor(Color.white); whitewash.color = new Color(1, 1, 1, 0); }
public void Start() { Color fixedColor = scrim.color; fixedColor.a = 1; scrim.color = fixedColor; scrim.CrossFadeAlpha(0f, 0f, true); }
// Use this for initialization void Start() { titleImage.CrossFadeAlpha(0, 0, false); pressToStart.CrossFadeAlpha(0, 0, false); bgImage.CrossFadeAlpha(0, 7, false); titleImage.CrossFadeAlpha(1, 7, false); StartCoroutine("StartToShow"); }
// Use this for initialization void Start() { float alpha = 255f; splashPage.CrossFadeAlpha(alpha, 3.0f, false); //splashPage.CrossFadeAlpha(1, 3.0f, false); EndSplashPage(); }
// Update is called once per frame void Update() { if (Input.GetKey("l")) { instruct.enabled = true; } else { instruct.enabled = false; } if (player.GetpStats().health <= 0) { // player.SetHealth(100.0f); SceneManager.LoadScene("gameover"); player.Reset(); } if (player.GetpStats().gothit == true) { bloodscreen.CrossFadeAlpha(1.0f, 0, false); //bloodscreen.canvasRenderer.SetAlpha(1.0f); stop = false; } else if (!stop) { bloodscreen.CrossFadeAlpha(0.0f, 2.5f, false); stop = true; } if (Input.GetKeyDown(KeyCode.Escape)) { pause_menu.SetActive(!pause_menu.activeSelf); if (pause_menu.activeSelf == true) { //Time.timeScale = 0; } else { //Time.timeScale = 1; } } if (Input.GetKeyDown(KeyCode.I)) { if (equip_menu.activeSelf == false) { equip_menu.SetActive(true); //Time.timeScale = 0; } else { equip_menu.SetActive(false); //Time.timeScale = 1; } } }
void reload() { crossAirs.CrossFadeAlpha(0.0f, 0.0f, false); crossAirs.color = ogColor; crossAirs.rectTransform.position = ogPos; if (timerReload < Time.fixedTime) { hasShot = false; timerAim = Time.fixedTime + aimSpeed; } }
IEnumerator FadeIn() { _canvasRenderer.SetAlpha(1); _fadeRawImage.gameObject.SetActive(true); _fadeRawImage.CrossFadeAlpha(0, FadeTime, false); yield return(new WaitForSeconds(FadeTime)); _fadeRawImage.gameObject.SetActive(false); }
IEnumerator AlarmActive(float _timer) //끝나기 10초 전 알람 { while (_timer < 60) { alarmImg.CrossFadeAlpha(0, 1.0f, false); yield return(new WaitForSeconds(1.0f)); alarmImg.CrossFadeAlpha(1, 1.0f, false); yield return(new WaitForSeconds(1.0f)); } }
void FadeINimage() { timeSpan = blinkSpan; imageTransition = true; blackin = true; skipMsg.enabled = false; canSkip = false; textArrow.CrossFadeAlpha(0, 0, true); fadeFX.CrossFadeAlpha(1, timeSpan, false); startedTime = Time.time; }
// Start is called before the first frame update void Start() { Color fixedColor = fadingDisplay.color; fixedColor.a = 1; fadingDisplay.color = fixedColor; fadingDisplay.CrossFadeAlpha(0f, 0f, true); if (fadingDisplay == null || RedLoader == null || BlueLoader == null) { } }
IEnumerator EasyVideoPlay() { firstRun = false; easyPlayer.Load(videoLink); while (easyPlayer.GetCurrentState() != MediaPlayerCtrl.MEDIAPLAYER_STATE.PLAYING) { yield return(new WaitForSeconds(0.1f)); } videoTex.CrossFadeAlpha(1, fadeDuration, false); }
// Use this for initialization void Start() { Destroy(label); winText.text = ""; // fix for crossfade Color fixedColor = scrim.color; fixedColor.a = 1; scrim.color = fixedColor; scrim.CrossFadeAlpha(0f, 0f, true); }
// Use this for initialization void Start() { shots = 0; shotDot1.CrossFadeAlpha(0, 0.2f, false); shotDot2.CrossFadeAlpha(0, 0.2f, false); if (axis.Equals("Vertical")) { speed = 180; } perlin1 = new PerlinNoise(UnityEngine.Random.Range(0, 16)); perlin2 = new PerlinNoise(UnityEngine.Random.Range(0, 16)); rechargeTime = DateTime.Now; }
void Start( ) { basePosStock = stock.transform.position; basePosGun = douilleGun.transform.position; basePosShotgun = douilleShotgun.transform.position; infosQueue = new List <string> ( ); bg.SetActive(false); damage.CrossFadeAlpha(0f, 0f, true); gameOver.CrossFadeAlpha(0f, 0f, true); restart.transform.localScale = Vector3.zero; }
private void Start() { if (!buttonParent.isVisible) { if (objectIcon != null) { objectIcon.CrossFadeAlpha(0, 0.00001f, false); } if (objectText != null) { objectText.CrossFadeAlpha(0, 0.00001f, false); } } }
private void FadeIn() { if (screenFadeTexture != null) { screenFadeTexture.CrossFadeAlpha(fadeInAlpha, fadeInDuration, true); } else { screenFadeTexture = FaderReferenceSetup.ourFaderReference.faderRawImage; if (!FaderReferenceSetup.applicationIsQuiting) { screenFadeTexture.CrossFadeAlpha(fadeInAlpha, fadeInDuration, true); } } }
void ActivateSlowly(GameObject obj, Text txt, RawImage rawimg) { Image img = obj.GetComponent <Image>(); float rawimg_alpha = rawimg.color.a; float img_alpha = img.color.a; float txt_alpha = txt.color.a; img.CrossFadeAlpha(0.0f, 0.0f, true); txt.CrossFadeAlpha(0.0f, 0.0f, true); rawimg.CrossFadeAlpha(0.0f, 0.0f, true); obj.SetActive(true); rawimg.CrossFadeAlpha(rawimg_alpha, 0.5f, false); img.CrossFadeAlpha(img_alpha, 0.5f, false); txt.CrossFadeAlpha(txt_alpha, 0.5f, false); }
public void Start() { Color houseRawImageColor = HouseRawImage.color; houseRawImageColor.a = 1f; HouseRawImage.color = houseRawImageColor; HouseRawImage.CrossFadeAlpha(0, 0f, true); HouseRawImage.CrossFadeAlpha(1, 1f, true); HouseButton .OnClickAsObservable() .Subscribe(_ => IncreaseRepairPoints()); EnableClick(); }
// SOURCE // https://stackoverflow.com/questions/51598519/read-load-image-file-from-the-streamingassets-folder IEnumerator Load(string url) { Texture2D tex = new Texture2D(2, 2); using (UnityWebRequest req = UnityWebRequest.Get(new Uri(url))) { req.timeout = 10; yield return(req.SendWebRequest()); if (req.isNetworkError || req.isHttpError) { Debug.Log(req.error); } else { byte[] data = req.downloadHandler.data; tex.LoadImage(data); tex.hideFlags = HideFlags.HideAndDontSave; Destroy(rawImage.texture); rawImage.texture = tex; rawImage.CrossFadeAlpha(1, 0.5f, true); aspectRatioFitter.aspectRatio = (float)tex.width / (float)tex.height; } } }
// Use this for initialization void Start() { collectedKeys = 0; totalKeys = 3; winText.text = ""; doorUnlocked.text = ""; alpha = 0.0f; alphaScreen = 0.0f; firstKey.CrossFadeAlpha(alpha, 0, true); secondKey.CrossFadeAlpha(alpha, 0, true); thirdKey.CrossFadeAlpha(alpha, 0, true); blackScreen.CrossFadeAlpha(alphaScreen, 0, true); or.color = new Color(or.color.r, or.color.g, or.color.b, 0.0f); keyJingleSource = GetComponent <AudioSource>(); }
void Start() { if (UnityEngine.Random.value < .5 && GameManager.pictureMode) { pictureCard = true; } cardArt.CrossFadeAlpha(0, 0f, false); nodeNav = "hand"; myMainCamera = Camera.main; // Sets the card text, if the images loads because pictureCard is true, this text is set to blank cardText.text = this.GetComponent <AnswerObject>().answerText.ToString(); }
void LateUpdate() { if (robotController.getSaveStatus()) { saveStatus.text = "Capturing Data: " + (int)(100 * robotController.getSavePercent()) + "%"; } else if (saveRecording) { saveStatus.text = ""; recording = false; // RecordingPause.SetActive(false); recordStatus.text = "Not Recording"; recordStatus.color = Color.red; saveRecording = false; } if (Input.GetButtonDown("Record")) { ToggleRecording(); } if (Input.GetButtonDown("Toggle Robocam Image")) { roboCamAlpha = 1 - roboCamAlpha; roboCamImage.CrossFadeAlpha(roboCamAlpha, 0.35f, false); } }
public void CrossFadeAlpha(float alpha, float duration, bool ignoreTimeScale) { if (null != _imgVideo) { _imgVideo.CrossFadeAlpha(alpha, duration, ignoreTimeScale); } }
override protected void OnApplyCanvasEffect(Canvas canvas, bool triggeredPowerup) { if (triggeredPowerup) { Vector3[] positions = InkAbility.GenerateSplatters(canvas, 5); int index = 0; foreach (Transform child in _abilitySetup._splatterObject.transform) { StartCoroutine(InkVisible(child.gameObject)); //child.gameObject.SetActive(true); child.localPosition = positions[index]; child.Rotate(0, 0, Random.Range(0.0f, 360.0f)); float size = Random.Range(2.0f, 3.5f); RawImage splatterImage = child.GetComponent <RawImage>(); splatterImage.GetComponent <RectTransform>().localScale = size * Vector3.one; splatterImage.CrossFadeAlpha(0.0f, 0.0f, true); //(InkVisible(child.gameObject)); index++; } Invoke("FadeOut", 2); } }