Esempio n. 1
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    public void BlackIn(float duration)
    {
        fadeScreen.CrossFadeAlpha(0f, 0f, true);

        fadeScreen.enabled = true;
        fadeScreen.CrossFadeAlpha(1, duration, true);
    }
Esempio n. 2
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 // Start is called before the first frame update
 void Start()
 {
     Tutorial1.CrossFadeAlpha(0f, 0f, false);
     Tutorial2.CrossFadeAlpha(0f, 0f, false);
     tutting1 = false;
     tutting2 = false;
 }
Esempio n. 3
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    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;
        }
    }
Esempio n. 4
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    private IEnumerator _SwitchLevel(int level, float seconds)
    {
        image.CrossFadeAlpha(1f, seconds, true);
        yield return(StartCoroutine(WaitForRealSeconds(seconds)));

        SceneManager.LoadScene(level);
    }
Esempio n. 5
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 /// <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);
         }
     }
 }
Esempio n. 6
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    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;
             */
        }
    }
Esempio n. 7
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    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);
    }
Esempio n. 8
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    public void Start()
    {
        Color fixedColor = scrim.color;

        fixedColor.a = 1;
        scrim.color  = fixedColor;
        scrim.CrossFadeAlpha(0f, 0f, true);
    }
Esempio n. 9
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    // 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");
    }
Esempio n. 10
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    // Use this for initialization
    void Start()
    {
        float alpha = 255f;

        splashPage.CrossFadeAlpha(alpha, 3.0f, false);


        //splashPage.CrossFadeAlpha(1, 3.0f, false);
        EndSplashPage();
    }
Esempio n. 11
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    // 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;
            }
        }
    }
Esempio n. 12
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 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);
        }
Esempio n. 14
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    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;
 }
Esempio n. 16
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    // 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)
        {
        }
    }
Esempio n. 17
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    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);
    }
Esempio n. 18
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    // 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);
    }
Esempio n. 19
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 // 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;
 }
Esempio n. 20
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    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;
    }
Esempio n. 21
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 private void Start()
 {
     if (!buttonParent.isVisible)
     {
         if (objectIcon != null)
         {
             objectIcon.CrossFadeAlpha(0, 0.00001f, false);
         }
         if (objectText != null)
         {
             objectText.CrossFadeAlpha(0, 0.00001f, false);
         }
     }
 }
Esempio n. 22
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 private void FadeIn()
 {
     if (screenFadeTexture != null)
     {
         screenFadeTexture.CrossFadeAlpha(fadeInAlpha, fadeInDuration, true);
     }
     else
     {
         screenFadeTexture = FaderReferenceSetup.ourFaderReference.faderRawImage;
         if (!FaderReferenceSetup.applicationIsQuiting)
         {
             screenFadeTexture.CrossFadeAlpha(fadeInAlpha, fadeInDuration, true);
         }
     }
 }
Esempio n. 23
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    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);
    }
Esempio n. 24
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    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();
    }
Esempio n. 25
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    // 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>();
    }
Esempio n. 27
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    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();
    }
Esempio n. 28
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    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);
        }
    }
Esempio n. 29
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 public void CrossFadeAlpha(float alpha, float duration, bool ignoreTimeScale)
 {
     if (null != _imgVideo)
     {
         _imgVideo.CrossFadeAlpha(alpha, duration, ignoreTimeScale);
     }
 }
Esempio n. 30
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        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);
            }
        }