/// <summary>
        /// Disapear this instance.
        /// </summary>
        protected virtual void Disapear()
        {
            Color newColor = new Color(0, 0, 0, 0);

            StartCoroutine(FadeEffect.FadeEffectImage(InstructionsPanel, FadeDuration, newColor));
            StartCoroutine(FadeEffect.FadeEffectText(InstructionsText, FadeDuration, newColor));
            Invoke("DestroyInstructions", FadeDuration);
        }
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 /// <summary>
 /// Fades the fader.
 /// </summary>
 /// <param name="newcolor">Newcolor.</param>
 /// <param name="duration">Duration.</param>
 public virtual void FadeFader(Color newcolor, float duration)
 {
     if (FaderEffect == null)
     {
         return;
     }
     FaderEffect.gameObject.SetActive(true);
     StartCoroutine(FadeEffect.FadeEffectImage(FaderEffect, duration, newcolor));
 }
Esempio n. 3
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        public virtual void FadeEffectOn(bool state, float duration)
        {
            if (FaderEffect == null)
            {
                return;
            }
            FaderEffect.gameObject.SetActive(true);

            if (state)
            {
                StartCoroutine(FadeEffect.FadeEffectImage(FaderEffect, duration, new Color(0, 0, 0, 1f)));
            }
            else
            {
                StartCoroutine(FadeEffect.FadeEffectImage(FaderEffect, duration, new Color(0, 0, 0, 0f)));
            }
        }
Esempio n. 4
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 /// <summary>
 /// when the actual loading in completed fade the canvas group for all the visuals
 /// </summary>
 protected virtual void LoadingSceneComplete()
 {
     StartCoroutine(FadeEffect.FadeEffectCanvasGroup(LoadingProgressBarVisuals, 0.1f, 0.0f));
 }