public void FadeOut() { if (hMusic) { music.FadeOut(0); } screenFade = SCR_gui.CreateScreenCover(1); }
void UpdateState() { stateCounter += Time.deltaTime; //INTRO if (state == 10) { if (stateCounter >= 0.5f) { CreateCountDown(0); StateNext(); } } if (state == 11) { if (stateCounter >= 1f) { CreateCountDown(1); StateNext(); } } if (state == 12) { if (stateCounter >= 1f) { cam.InitiateStage(1); CreateCountDown(2); StateNext(); } } if (state == 13) { if (stateCounter >= 1f) { CreateCountDown(3); pauseAllowed = true; SCR_input.playerControlActive = true; SCR_enemySpawner.spawnOn = true; player.GetComponent <SCR_characterControl>().ReticleOn(true); StateNext(); } } if (state == 14) { if (stateCounter >= 1f) { ShowHUD(true); SetState(0); } } //FAIL if (state == 20) { if (stateCounter >= 0.6f) { SCR_gui.CreateIcon("GameOver", Vector3.zero); if (SCR_main.hMusic) { music.FadeOut(1); } StateNext(); } } if (state == 21) { if (stateCounter >= 0.3f) { if (SCR_main.hCursor) { Cursor.visible = true; } optionPos = stageFinishOptionPos; SCR_gui.CreateOption("StageFailRetry", optionPos); optionPos += SCR_gui.optionSpacing; SCR_gui.CreateOption("StageFailExit", optionPos); SetState(0); } } //SUCCESS if (state == 30) { if (stateCounter >= 1f) { SCR_input.playerControlActive = false; player.GetComponent <SCR_characterControl>().ReticleOn(false); player.AttackCancel(); player.speed[1] = Vector3.zero; player.PlayAnim(0); if (SCR_main.hMusic) { music.FadeOut(1); } StateNext(); } } if (state == 31) { if (stateCounter >= 0.3f) { startTimer = false; SCR_gui.CreateIcon("StageComplete", Vector3.zero); StateNext(); } } if (state == 32) { if (stateCounter >= 0.2f) { if (SCR_main.hCursor) { Cursor.visible = true; } optionPos = stageFinishOptionPos; SCR_gui.CreateOption("StageCompleteContinue", optionPos); optionPos += SCR_gui.optionSpacing; SCR_gui.CreateOption("StageCompleteExit", optionPos); SetState(0); } } }