Esempio n. 1
0
    /// <summary>
    /// fades out fullArt canvases and does callback after finishing fadeOut
    /// </summary>
    public void Hide(FadeSpeeds fadeOutMode, Action cb)
    {
        float fadeOutTime = Script_Utils.GetFadeTime(fadeOutMode);

        StartCoroutine(
            fullArtCanvasGroup
            .GetComponent <Script_CanvasGroupFadeInOut>()
            .FadeOutCo(fadeOutTime, () =>
        {
            fullArtCanvasGroup.gameObject.SetActive(false);

            foreach (var bg in bgs)
            {
                bg.gameObject.SetActive(false);
            }

            fullArtImage.gameObject.SetActive(false);
            fullArtImage.sprite = null;
            if (cb != null)
            {
                cb();
            }
        }
                       )
            );
    }
Esempio n. 2
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    /// <summary>
    /// Used to show predefined hint canvases
    /// </summary>
    public void FadeIn(Script_Hint hint, Action cb = null)
    {
        hintCanvasGroup.Initialize();
        hint.gameObject.SetActive(true);

        hintCanvasGroup.gameObject.SetActive(true);

        float fadeTime = Script_Utils.GetFadeTime(hint.fadeSpeed);

        StartCoroutine(hintCanvasGroup.FadeInCo(fadeTime, cb));
    }
    public void FadeOut(FadeSpeeds fadeSpeed, Action cb)
    {
        float fadeOutTime = Script_Utils.GetFadeTime(fadeSpeed);

        StartCoroutine(
            GetComponent <Script_CanvasGroupFadeInOut>()
            .FadeOutCo(fadeOutTime, () =>
        {
            if (cb != null)
            {
                cb();
            }
        }
                       )
            );
    }
    public void FadeIn(FadeSpeeds fadeSpeed, Action cb, float maxAlpha = 1f)
    {
        float fadeInTime = Script_Utils.GetFadeTime(fadeSpeed);

        StartCoroutine(
            GetComponent <Script_CanvasGroupFadeInOut>()
            .FadeInCo(fadeInTime, () =>
        {
            if (cb != null)
            {
                cb();
            }
        },
                      maxAlpha
                      )
            );
    }
Esempio n. 5
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    public void FadeOut(Script_Hint hint, Action cb = null)
    {
        float fadeTime = Script_Utils.GetFadeTime(hint.fadeSpeed);

        StartCoroutine(hintCanvasGroup.FadeOutCo(fadeTime, OnFadedOut));

        void OnFadedOut()
        {
            hint.gameObject.SetActive(false);

            hintCanvasGroup.gameObject.SetActive(false);
            hintCanvasGroup.Initialize();

            if (cb != null)
            {
                cb();
            }
        }
    }
    /// <summary>
    /// Ensures other coroutine stops running
    /// Check if we're already fading out
    ///
    /// Note: This gameobject must be active to call this method (to run coroutine).
    /// </summary>
    public void FadeOut()
    {
        if (fadeInCoroutine != null)
        {
            StopCoroutine(fadeInCoroutine);
            fadeInCoroutine = null;
        }

        if (fadeOutCoroutine != null)
        {
            return;
        }

        float t = Script_Utils.GetFadeTime(fadeSpeed);

        fadeOutCoroutine = StartCoroutine(spriteFader.FadeOutCo(
                                              null,
                                              t
                                              ));
    }
    /// <summary>
    /// Note: This gameobject must be active to call this method (to run coroutine).
    /// </summary>
    public void FadeIn()
    {
        // if is fully faded out, then upon fading in, match up with player position
        if (fadeOutCoroutine != null)
        {
            StopCoroutine(fadeOutCoroutine);
            fadeOutCoroutine = null;
        }

        if (fadeInCoroutine != null)
        {
            return;
        }

        float t = Script_Utils.GetFadeTime(fadeSpeed);

        fadeInCoroutine = StartCoroutine(spriteFader.FadeInCo(
                                             null,
                                             t
                                             ));
    }
Esempio n. 8
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    public void FadeIn(Action cb, float?_fadeTime = null)
    {
        float fadeTime = _fadeTime ?? Script_Utils.GetFadeTime(fadeSpeed);

        StartCoroutine(spriteFader.FadeInCo(cb, fadeTime));
    }
Esempio n. 9
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 public static float ToFadeTime(this FadeSpeeds fadeSpeed)
 {
     return(Script_Utils.GetFadeTime(fadeSpeed));
 }
Esempio n. 10
0
    // -------------------------------------------------------------------------------------
    // Deprecated Old Seasons Utils
    public void ChangeSeason(string seasonStoneId, Action cb = null)
    {
        if (isPuzzleComplete)
        {
            return;
        }

        Seasons lastSeason = season;

        if (!SeasonStonesEnums.TryGetValue(seasonStoneId, out season))
        {
            Debug.LogError($"Script_LevelBehavior_20: There is no season key {seasonStoneId}");
        }

        /// CHANGE SEASON ANIMATION & SFX
        StartCoroutine(ChangeSeasonCutScene());

        IEnumerator ChangeSeasonCutScene()
        {
            game.ChangeStateCutScene();

            // TODO: could show some animation on drop
            yield return(new WaitForSeconds(waitToChangeCameraTime));

            Script_VCamManager.VCamMain.SetNewVCam(vCamMid);
            yield return(new WaitForSeconds(waitToChangeSeasonTime));

            // SFX
            AudioSource audioSource = GetComponent <AudioSource>();

            audioSource.clip   = Script_SFXManager.SFX.Rumble254ms;
            audioSource.volume = Script_SFXManager.SFX.Rumble254msVol;
            audioSource.Play();

            FadeInOutSeason();
            yield return(new WaitForSeconds(seasonChangeWaitTime));

            Script_VCamManager.VCamMain.SwitchToMainVCam(vCamMid);
            yield return(new WaitForSeconds(revertCameraWaitTime));

            game.ChangeStateInteract();
            if (cb != null)
            {
                cb();
            }
        }

        void FadeInOutSeason()
        {
            // if the season is the same, don't change the Sprite
            if (season == lastSeason)
            {
                return;
            }

            // fade out old season sprite if was one
            if (lastSeason != Seasons.None)
            {
                // get SeasonTree corresponding to it
                int seasonInt;
                SeasonInt.TryGetValue(lastSeason, out seasonInt);
                ManTrees[seasonInt].FadeOut(null);
                WomanTrees[seasonInt].FadeOut(null);
            }

            // fade in new season sprite
            if (season != Seasons.None)
            {
                // get SeasonTree corresponding to it
                int seasonInt;
                SeasonInt.TryGetValue(season, out seasonInt);
                ManTrees[seasonInt].FadeIn(null);
                WomanTrees[seasonInt].FadeIn(null);

                fadeTime = Script_Utils.GetFadeTime(
                    WomanTrees[seasonInt].fadeSpeed
                    );
            }
        }
    }
    private void HandleFadeOut()
    {
        if (fadeOutAxis == FadeOutAxis.None)
        {
            return;
        }

        if (CheckBounds())
        {
            FadeIn();
        }
        else
        {
            FadeOut();
        }

        /// <summary>
        /// Ensure other coroutine stops running
        /// Check if we're already fading out
        /// </summary>
        void FadeOut()
        {
            if (fadeInCoroutine != null)
            {
                StopCoroutine(fadeInCoroutine);
                fadeInCoroutine = null;
            }
            if (isFadedOut || fadeOutCoroutine != null)
            {
                return;
            }

            float t = Script_Utils.GetFadeTime(fadeSpeed);

            isFadedIn        = false;
            fadeOutCoroutine = StartCoroutine(spriteFader.FadeOutCo(
                                                  () => {
                isFadedOut = true;
            }, t
                                                  ));
        }

        void FadeIn()
        {
            // if is fully faded out, then upon fading in, match up with player position
            if (isFadedOut)
            {
                InitializeState();
            }

            if (fadeOutCoroutine != null)
            {
                StopCoroutine(fadeOutCoroutine);
                fadeOutCoroutine = null;
            }
            if (isFadedIn || fadeInCoroutine != null)
            {
                return;
            }

            float t = Script_Utils.GetFadeTime(fadeSpeed);

            isFadedOut      = false;
            fadeInCoroutine = StartCoroutine(spriteFader.FadeInCo(
                                                 () => {
                isFadedIn = true;
            }, t
                                                 ));
        }
    }