protected override IEnumerator FadeOut() { eye1.FadeOut(0.5f); eye2.FadeOut(0.5f); softlight1.FadeOut(0.1f); softlight2.FadeOut(0.1f); return(base.FadeOut()); }
IEnumerator DamageCooldown() { hurt = true; sprite.Alpha = 0.8f; light.FadeOut(0.3f); yield return(Coroutine.Instance.WaitForFrames((int)(cooldownTimer * 60))); hurt = false; sprite.Alpha = 1.0f; light.FadeIn(0.3f); }
private IEnumerator EnjoyLife() { sprite.Alpha -= 0.2f; yield return(Coroutine.Instance.WaitForFrames(4)); light = new Light(0, 0.7f); light.SetAlpha(1.0f); light.SetColor(Color.Black); light.SetRadius(650); light.entity = this; Level.darkness.Add(light); float length = 10.0f; for (float timer = 0; timer < length; timer += Game.RealDeltaTime * 0.001f) { // TODO: Put out little "explosions" sprite.Alpha -= 0.01f; yield return(0); } light.FadeOut(10.0f); yield return(Coroutine.Instance.WaitForSeconds(10.0f)); RemoveSelf(); }
private IEnumerator EnjoyLife() { sprite.Alpha -= 0.2f; yield return Coroutine.Instance.WaitForFrames(4); light = new Light(0, 0.7f); light.SetAlpha(1.0f); light.SetColor(Color.Black); light.SetRadius(650); light.entity = this; Level.darkness.Add(light); float length = 10.0f; for (float timer = 0; timer < length; timer += Game.RealDeltaTime * 0.001f) { // TODO: Put out little "explosions" sprite.Alpha -= 0.01f; yield return 0; } light.FadeOut(10.0f); yield return Coroutine.Instance.WaitForSeconds(10.0f); RemoveSelf(); }