public void FadeOut(float time) { Color transparent = Color.white; transparent.a = 0f; Tween.Color(target, transparent, time, 0); }
void OnEnable() { Rigidbody2D.isKinematic = true; Root.gameObject.layer = LeverAvoidingLayer; Tween.LocalScale(Root, Vector3.one, Vector3.zero, ScaleTime, 0, Tween.EaseIn, Tween.LoopType.None, null, HandleTweenFinished); Tween.Color(RendererTarget, new Color(1, 1, 1, 1), new Color(1, 1, 1, 0), ScaleTime, 0f, Tween.EaseIn, Tween.LoopType.None); }
public override void Act() { foreach (var renderer in Renderers) { Tween.Color(renderer, renderer.material.color, HighlightedColor, AnimationTime, 0f, AnimationCurve, Tween.LoopType.None); } }
void OnEnable() { foreach (var renderer in Renderers) { Tween.Color(renderer, renderer.material.color, HighlightedColor, AnimationTime, 0f, AnimationCurve, Tween.LoopType.None); } }
public void DamageEffect(int damage) { cameraShake.Shake(0.25f * damage); Tween.Color(playerRenderer, damageColor, 0.07f, 0f, Tween.EaseIn); Tween.Color(playerRenderer, startColor, 0.07f, 0.07f, Tween.EaseOut); }
protected override void OnInteractButtonPress() { if (runner == null) { runner = dialouge.GetComponent <DialogueRunner>(); } if (runner == null || runner.isDialogueRunning || PauseManager.Instance.Paused) { return; } base.OnInteractButtonPress(); GlobalStorage.Instance.storage.SetValue("checkpoint_id", Id); GlobalStorage.Instance.storage.SetValue("checkpoint_scene", m_currentSceneName); var hp = Player.Instance.gameObject.GetComponent <PlayerHealth>(); hp.currentHealth.Value = hp.maxHealth.Value; if (activated == false) { CheckPointManager.Instance.checkPoints.Add(Id); Tween.Color(waypointLight, waypointLight.color, lightColor, .2f, 0.2f, Tween.EaseInOut, Tween.LoopType.None, null, null, true); particles.SetActive(true); dialouge.SetActive(true); activated = true; } else { StartCoroutine(TeleportToPrompt()); } PersistentDataManager.SaveExternal(); }
public void GoToNextLevel() { //levelNameText.CrossFadeAlpha(0f, 0.2f, false); levelNameText.CrossFadeColor(Color.clear, 0.2f, false, true); Tween.Color(fadeImage, Color.black, 0.2f, 0f, Tween.EaseInOutStrong, Tween.LoopType.None, null, () => { SwitchToLevel(CurrentLevelIndex + 1); }); }
void OnEnable() { foreach (var image in Images) { Tween.Color(image, image.color, DesiredColor, AnimationTime, 0f, AnimationCurve, Tween.LoopType.None); } }
void StartPulsingText() { Vector3 textStartSize = new Vector3(1.0f, 1.0f, 1.0f); Vector3 textEndSize = new Vector3(1.1f, 1.1f, 1.0f); Tween.Color(touchToStart, textEndColour, 0.5f, 0, Tween.EaseOut); Tween.LocalScale(touchToStart.transform, textStartSize, textEndSize, 0.5f, 0, Tween.EaseInOut, Tween.LoopType.PingPong); }
void OnConsume() { if (canStart) { canStart = false; Tween.Color(fadeImage, Color.black, 1f, 0f, Tween.EaseLinear, Tween.LoopType.None, null, () => { SceneManager.LoadScene(gameSceneIndex); }); } }
private void PulseText() { Vector3 startScale = new Vector3(1.0f, 1.0f, 1.0f); Vector3 endScale = new Vector3(1.1f, 1.1f, 1.1f); Tween.Cancel(progressText.GetInstanceID()); Tween.LocalScale(progressText.transform, startScale, endScale, 0.75f, 0, pulseCurve, Tween.LoopType.None); Tween.Color(progressText, Color.black, Color.red, 0.75f, 0f, pulseCurve, Tween.LoopType.None); }
void OnCollisionEnter(Collision collision) { Tween.Shake(_shakeTarget, _shakeTargetInitialPosition, Vector3.one * _shakeIntensity, _injuryDuration, 0); for (int i = 0; i < _renderers.Length; i++) { Tween.Color(_renderers[i], _injuryColor, _initialColors [i], _injuryDuration, 0); } }
private void Awake() { spriteRenderer = GetComponent <SpriteRenderer>(); gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); Tween.LocalScale(transform, new Vector3(2f, 2f, 2f), Vector3.one, 0.5f, 0f, Tween.EaseIn); Tween.Color(spriteRenderer, Color.clear, Color.yellow, 0.5f, 0f, Tween.EaseIn); StartCoroutine(JustSpawned()); }
void Start() { Instance = this; ResetUndoInstructions(); LoadLevel(InitialLevel); fadeImage.color = Color.black; Tween.Color(fadeImage, Color.clear, 0.5f, 0.5f, Tween.EaseInOutStrong); TextColor = levelNameText.color; levelNameText.text = FullLevelName(InitialLevel); //levelNameText.alpha = 0; levelNameText.CrossFadeColor(Color.clear, 0f, false, true); levelNameText.CrossFadeColor(TextColor, 1.2f, false, true); }
public void Swallow(Transform hole) { Rigidbody2D.isKinematic = true; gameObject.layer = LeverAvoidingLayer; foreach (var childTransform in GetComponentsInChildren <Transform>(true)) { childTransform.gameObject.layer = LeverAvoidingLayer; } Tween.Position(transform, hole.position, ScaleTime, 0, Tween.EaseIn, Tween.LoopType.None); Tween.LocalScale(transform, Vector3.one, Vector3.zero, ScaleTime, 0, Tween.EaseIn, Tween.LoopType.None, null, HandleTweenFinished); Tween.Color(RendererTarget, new Color(1, 1, 1, 1), new Color(1, 1, 1, 0), ScaleTime, 0f, Tween.EaseIn, Tween.LoopType.None); }
private void Awake() { delay += 0.5f; Tween.Color(foundaryLogo, logoEndColour, 1.5f, delay, Tween.EaseBounce); delay += 1.0f; Vector3 frenzyStartSize = new Vector3(2.0f, 2.0f, 1.0f); Vector3 frenzyEndSize = new Vector3(1.0f, 1.0f, 1.0f); Tween.Color(frenzy, frenzyEndColour, 1.0f, delay, Tween.EaseInStrong); Tween.LocalScale(frenzy.transform, frenzyStartSize, frenzyEndSize, 1.0f, delay, Tween.EaseInStrong, Tween.LoopType.None, null, StartPulsingText); }
private void ColorPressed() { if (!applyColor) { return; } if (colorRendererTarget != null) { _colorTween = Tween.Color(colorRendererTarget, pressedColor, colorDuration, 0, null, Tween.LoopType.None, null, null, false); } if (colorImageTarget != null) { _colorTween = Tween.Color(colorImageTarget, pressedColor, colorDuration, 0, null, Tween.LoopType.None, null, null, false); } }
private void ColorPressed() { if (!applyColor) { return; } if (colorRendererTarget != null) { Tween.Color(colorRendererTarget, pressedColor, colorDuration, 0); } if (colorImageTarget != null) { Tween.Color(colorImageTarget, pressedColor, colorDuration, 0); } }
private void ColorNormal() { if (!applyColor) { return; } if (colorRendererTarget != null) { Tween.Color(colorRendererTarget, normalColor, colorDuration, 0); } if (colorImageTarget != null) { Tween.Color(colorImageTarget, normalColor, colorDuration, 0); } }
public void SwitchToLevel(int levelIndex) { Tween.Color(fadeImage, Color.clear, 0.5f, 0.5f, Tween.EaseInOutStrong); levelNameText.text = FullLevelName(levelIndex); levelNameText.CrossFadeColor(TextColor, 1.2f, false, true); //levelNameText.CrossFadeAlpha(80, 2f, false); // Do other things like animations. UnloadCurrentLevel(); if (levelIndex < Levels.Count) { LoadLevel(levelIndex); } else { SceneManager.LoadScene(FinishedSceneIndex); } }
private void ColorSelected() { if (!applyColor) { return; } if (colorRendererTarget != null) { if (colorRendererTarget.material.HasProperty("_Color")) { _colorTween = Tween.Color(colorRendererTarget, selectedColor, colorDuration, 0, null, Tween.LoopType.None, null, null, false); } } if (colorImageTarget != null) { _colorTween = Tween.Color(colorImageTarget, selectedColor, colorDuration, 0, null, Tween.LoopType.None, null, null, false); } }
private void Awake() { rb = GetComponent <Rigidbody2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); source = GetComponent <AudioSource>(); initialForce = new Vector2(Random.Range(-1f, 1f), Random.Range(-1f, 1f)); Tween.LocalScale(transform, new Vector3(2f, 2f, 2f), Vector3.one, 0.5f, 0f, Tween.EaseIn); Tween.Color(spriteRenderer, Color.clear, darkRed, 0.5f, 0f, Tween.EaseIn); Tween.Color(spriteRenderer, darkRed, Color.red, 0.25f, 1f); cameraShake = Camera.main.GetComponent <CameraShake>(); gameManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); StartCoroutine(JustSpawned()); }
private void ColorDisabled() { if (!applyColor) { return; } //tween material color: if (colorRendererTarget != null && colorRendererTarget.material.HasProperty("_Color")) { _colorTweenMaterial = Tween.Color(colorRendererTarget, disabledColor, colorDuration, 0, null, Tween.LoopType.None, null, null, false); } //tween image color: if (colorImageTarget != null) { Tween.Color(colorImageTarget, disabledColor, colorDuration, 0, null, Tween.LoopType.None, null, null, false); } }
void FadeIn() { //go through each child renderer, and start the tween foreach (Renderer rend in childrenRenderers) { // then go through each material, as there may be more than one for (int i = 0; i < rend.materials.Length; i++) { // check what kind of material it is // we need to do different things to outlines and fills switch (rend.materials[i].shader.name) { case string s when s.Contains("Standard"): Color tempColor = rend.materials[i].GetColor("_Color"); tempColor.a = 1f; Tween.Color(rend.materials[i], tempColor, gameController.stateChangeTime, 0f, null, Tween.LoopType.None, null, FlipRendermodeAll); // switch to fade render mode // we can't do this here, as it cuts off the fade // so we put it all in a callback // it's extra cycles, but hey // FlipRendermode(rend.materials[i]); break; case string s when s.Contains("Outline Fill"): Tween.ShaderFloat(rend.materials[i], "_OutlineWidth", 0f, gameController.stateChangeTime, 0f); break; case string s when s.Contains("Universal"): Debug.LogError("URP Material!", rend.materials[i]); break; } } } // fade in global shadows Tween.Value(gameController.shadowDistanceFaded, gameController.shadowDistance, HandleShadowFade, gameController.shadowFadeTime, gameController.stateChangeTime); }
void FadeOut() { // fade out global shadows Tween.Value(gameController.shadowDistance, gameController.shadowDistanceFaded, HandleShadowFade, gameController.shadowFadeTime, 0f); // go through each child renderer, and start the tween foreach (Renderer rend in childrenRenderers) { // then go through each material, as there may be more than one for (int i = 0; i < rend.materials.Length; i++) { // check what kind of material it is // we need to do different things to outlines and fills switch (rend.materials[i].shader.name) { case string s when s.Contains("Standard"): // switch to fade render mode // we can do this here, as we loop, to save cycles FlipRendermode(rend.materials[i]); Color tempColor = rend.materials[i].GetColor("_Color"); tempColor.a = gameController.fadeableFadeAmount; Tween.Color(rend.materials[i], tempColor, gameController.stateChangeTime, gameController.shadowFadeTime); break; case string s when s.Contains("Outline Fill"): Tween.ShaderFloat(rend.materials[i], "_OutlineWidth", gameController.fadeableOutlineWidth, gameController.stateChangeTime, gameController.shadowFadeTime); break; case string s when s.Contains("Universal"): Debug.LogError("URP Material!", rend.materials[i]); break; } } } }
// Start is called before the first frame update void Start() { fadeImage.color = Color.black; Tween.Color(fadeImage, Color.clear, 1f, 0f, Tween.EaseLinear, Tween.LoopType.None, null, () => { canStart = true; }); }
private void ChangeColorOverTime(Color color) => Tween.Color(panel, color, logoDuration * 0.5f, 0);
public void FadeIn(float time) { Tween.Color(target, Color.white, time, 0); }