コード例 #1
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         paused         = !paused;
         Time.timeScale = paused ? 0f : 1f;
         alpha          = paused ? 0.9f : 0f;
         lastVolume     = SoundManager.script.bgmVolume;
         SoundManager.script.bgmVolume = paused ? 0f : lastVolume;
     }
     if (Input.GetKeyDown(KeyCode.M) && paused)
     {
         Cursor.visible = true;
         SceneManager.LoadScene("mainMenu");
     }
     canvas.SetAlpha(canvas.GetAlpha() + (alpha - canvas.GetAlpha()) * 0.1f);
     if (canvas.GetAlpha() < 0.5f)
     {
         GetComponent <Canvas>().enabled = false;
     }
     else
     {
         GetComponent <Canvas>().enabled = true;
     }
 }
コード例 #2
0
ファイル: TimeHolder.cs プロジェクト: YixinSong-e/Cooking
 private void ShowShadow()
 {
     if (ShadowRender.GetAlpha() < 0.5)
     {
         ShadowRender.SetAlpha(1);
     }
 }
コード例 #3
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        public IEnumerator FadeIn()
        {
            float fadeAmount;

            if (m_canvasRenderer != null)
            {
                while (m_canvasRenderer.GetAlpha() < m_maxAlpha)
                {
                    yield return(null);

                    fadeAmount = m_canvasRenderer.GetAlpha() + Time.deltaTime / m_fadeSpeed;

                    if (fadeAmount > 0.99f)
                    {
                        fadeAmount = maxAlpha;
                    }

                    m_canvasRenderer.SetAlpha(fadeAmount);
                }
            }

            m_canvasRenderer.SetAlpha(m_maxAlpha);

            if (m_continuous)
            {
                Start_FadeOut();
            }
        }
コード例 #4
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 void Update()
 {
     if (rend.GetAlpha() <= 1 && rend.GetAlpha() >= 0)
     {
         rend.SetAlpha(rend.GetAlpha() + alpha);
     }
 }
コード例 #5
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    private void Update()
    {
        if (isFadingIn)
        {
            float newAlpha = canvasRenderer.GetAlpha() + fadeInSpeed * Time.deltaTime;

            if (newAlpha >= 1)
            {
                canvasRenderer.SetAlpha(1);
                isFadingIn = false;
            }
            else
            {
                canvasRenderer.SetAlpha(newAlpha);
            }
        }
        else
        {
            float newAlpha = canvasRenderer.GetAlpha() - fadeOutSpeed * Time.deltaTime;

            if (newAlpha <= 0)
            {
                canvasRenderer.SetAlpha(0);
                gameObject.SetActive(false);
            }
            else
            {
                canvasRenderer.SetAlpha(newAlpha);
            }
        }
    }
コード例 #6
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    IEnumerator PlayLoader()
    {
        image.SetAlpha(0);
        //fade in logo
        Debug.Log("Fade in");
        while (image.GetAlpha() != 1)
        {
            image.SetAlpha(Mathf.Min(1, image.GetAlpha() + fadeSpeed));
            yield return(null);
        }
        //wait
        Debug.Log("Wait");
        yield return(new WaitForSeconds(1.337f));

        //fade out logo
        Debug.Log("Fade out");
        while (image.GetAlpha() != 0)
        {
            image.SetAlpha(Mathf.Max(0, image.GetAlpha() - fadeSpeed));
            yield return(null);
        }
        yield return(new WaitForSeconds(1.337f));

        Levels.LoadMenu();
    }
コード例 #7
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 //フェードイン・アウト関数   CanvasRenderer   インかアウト  何秒で  obj専用のcurrentTime型
 public static void FadeIO(CanvasRenderer obj, bool flag, float time, float currentTime)
 {
     //フェードイン
     if (flag)
     {
         if (obj.GetAlpha() < 1)
         {
             currentTime += Time.deltaTime;
             obj.SetAlpha(time / currentTime);
             //フェードが完了後、currentTimeを初期化
             if (obj.GetAlpha() >= 1)
             {
                 currentTime = 0;
             }
         }
     }
     //フェードアウト
     else
     {
         if (obj.GetAlpha() > 0)
         {
             currentTime += Time.deltaTime;
             obj.SetAlpha(1 - (time / currentTime));
             //フェードが完了後、currentTimeを初期化
             if (obj.GetAlpha() <= 0)
             {
                 currentTime = 0;
             }
         }
     }
 }
コード例 #8
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 IEnumerator Alpha()
 {
     if (isCanvas)
     {
         while (true)
         {
             Canvas.SetAlpha(Canvas.GetAlpha() + PlusAlpha);
             if (Canvas.GetAlpha() >= EndAlpha)
             {
                 break;
             }
             yield return(new WaitForSeconds(WaitSecond));
         }
     }
     else
     {
         while (true)
         {
             Mesh.material.color = new Color(Mesh.material.color.r, Mesh.material.color.g, Mesh.material.color.b, Mesh.material.color.a + PlusAlpha);
             if (Mesh.material.color.a >= EndAlpha)
             {
                 break;
             }
             yield return(new WaitForSeconds(WaitSecond));
         }
     }
 }
コード例 #9
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    void Update()
    {
        if (!started)
        {
            if (Input.anyKeyDown)
            {
                started = true;
            }

            return;
        }

        haikuDefinitionAngle += 0.90f * Time.deltaTime;

        haikuDefinitionRenderer.SetAlpha((-Mathf.Cos(haikuDefinitionAngle) + 1) * 2 - 0.5f);

        if (haikuDefinitionRenderer.GetAlpha() >= 0.8f)
        {
            haikuDefinitionDisplayed = true;
        }

        if (haikuDefinitionDisplayed && haikuDefinitionRenderer.GetAlpha() <= 0)
        {
            Application.LoadLevel(1);
        }
    }
コード例 #10
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 // Update is called once per frame
 void Update()
 {
     if (_cRenderer.GetAlpha() > 0)
     {
         _cRenderer.SetAlpha(_cRenderer.GetAlpha() - 1 * Time.deltaTime);
     }
 }
コード例 #11
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 private void Fade(CanvasRenderer canvasRenderer, FadeType fadeType, float fadeSpeed)
 {
     if (fadeType == FadeType.FadeIn && canvasRenderer.GetAlpha() != 1f)
     {
         canvasRenderer.SetAlpha(Mathf.Lerp(canvasRenderer.GetAlpha(), 1f, Time.deltaTime * fadeSpeed));
     }
     else if (fadeType == FadeType.FadeOut && canvasRenderer.GetAlpha() != 0f)
     {
         canvasRenderer.SetAlpha(Mathf.Lerp(canvasRenderer.GetAlpha(), 0f, Time.deltaTime * fadeSpeed));
     }
 }
コード例 #12
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    void Update()
    {
        if (Time.time > startTime + 3)
        {
            canvasRenderer.SetAlpha(canvasRenderer.GetAlpha() - Time.deltaTime * speed);
        }

        if (canvasRenderer.GetAlpha() <= 0)
        {
            gameObject.SetActive(false);
        }
    }
コード例 #13
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        private IEnumerator FadeOut()
        {
            yield return(new WaitForSeconds(_waitToFade));

            while (_canvas.GetAlpha() > 0)
            {
                _canvas.SetAlpha(_canvas.GetAlpha() - Time.deltaTime * _fadeSpeed);
                yield return(null);
            }

            _canvas.SetAlpha(0);
        }
コード例 #14
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 void Update_InProgress()
 {
     if (stateCounter > 40)
     {
         CanvasRenderer canvas = goPanel.GetComponent <CanvasRenderer> ();
         canvas.SetAlpha(canvas.GetAlpha() - 0.1f);
         if (canvas.GetAlpha() <= 0.0f)
         {
             goPanel.SetActive(false);
         }
     }
 }
コード例 #15
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    private IEnumerator ShowHints()
    {
        CanvasRenderer cr = this.box.canvasRenderer;

        for (;;)
        {
            while (cr.GetAlpha() > 0f)
            {
                cr.SetAlpha(cr.GetAlpha() - Time.deltaTime * 5f);
                cr.GetComponentInChildren <Text>().canvasRenderer.SetAlpha(cr.GetAlpha());
                yield return(new WaitForEndOfFrame());
            }
            yield return(new WaitForEndOfFrame());
        }
        yield break;
    }
コード例 #16
0
 void Update()
 {
     if (renderer.GetAlpha() <= 0)
     {
         Destroy(gameObject);
     }
 }
コード例 #17
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ファイル: gameover.cs プロジェクト: liauwb/HeroShooter
    // Update is called once per frame
    void Update()
    {
        GameObject playertemp = GameObject.Find("hero1");

        if (playertemp.GetComponent <heroscript>().health <= 0 && lose == false)
        {
            fadetime = Time.time;
            lose     = true;
        }
        if (backgroundcolor.GetAlpha() < 255 && lose == true)
        {
            Debug.Log("Game over boys " + 10 * (Time.time - fadetime));
            backgroundcolor.SetAlpha(backgroundcolor.GetAlpha() + 0.1f * (Time.time - fadetime));
            textcolor.SetAlpha(255);
        }
    }
コード例 #18
0
ファイル: Message.cs プロジェクト: taysand/dungeon-crawler
    private IEnumerator DisplayAndFadeMessage(float readTime, float fadeRate, float fadeDelay)
    {
        //https://answers.unity.com/questions/889908/i-created-an-ui-button-but-click-does-not-work.html
        parent.sortingOrder = tempSortingorder;

        //https://answers.unity.com/questions/881620/uigraphiccrossfadealpha-only-works-for-decrementin.html
        if (cv != null && cg != null)
        {
            cv.SetAlpha(1f);
            cg.alpha = 1f;
            yield return(new WaitForSeconds(readTime));

            while (true)
            {
                float alpha = cv.GetAlpha();
                if (alpha <= 0)
                {
                    break;
                }
                float newAlpha = alpha - fadeRate;
                cv.SetAlpha(newAlpha);
                cg.alpha = newAlpha;
                yield return(new WaitForSeconds(fadeDelay));
            }
            HideMessage();
        }
        else
        {
            Debug.Log("Missing canvas renderer or canvas group");
        }
    }
コード例 #19
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 void addIfNot(CanvasRenderer cr)
 {
     if (!alphas.ContainsKey(cr))
     {
         alphas.Add(cr, cr.GetAlpha());
     }
 }
コード例 #20
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    static public IEnumerator FadeTo(this CanvasRenderer inRenderer, float inAlpha, float inTime, AnimationCurve inCurve = null)
    {
        float currentAlpha        = inRenderer.GetAlpha();
        float deltaAlpha          = inAlpha - currentAlpha;
        float currentPercentage   = 0.0f;
        float percentageIncrement = 1.0f / inTime;

        while (currentPercentage < 1)
        {
            yield return(null);

            currentPercentage += Time.deltaTime * percentageIncrement;
            if (currentPercentage > 1)
            {
                currentPercentage = 1;
            }
            float curvedPercentage = currentPercentage;
            if (inCurve != null)
            {
                curvedPercentage = inCurve.Evaluate(curvedPercentage);
            }

            float nextAlpha = currentAlpha + deltaAlpha * curvedPercentage;
            inRenderer.SetAlpha(nextAlpha);
        }
    }
コード例 #21
0
 // Update is called once per frame
 void Update()
 {
     if (successCanvasRenderer.GetAlpha() <= 1)
     {
         successAlpha = successAlpha * 1.5f;
         successCanvasRenderer.SetAlpha(successAlpha);
     }
     if (isShowRetry)
     {
         //buttonAlpha1 = buttonAlpha1 + 0.02f;
         //retryButtonCanvasRenderer.SetAlpha(buttonAlpha1);
         retryButton.SetActive(true);
     }
     if (isShowNext && loadedLevel != 7)
     {
         //buttonAlpha2 = buttonAlpha2 + 0.02f;
         //if (nextButtonCanvasRenderer != null)
         //{
         //    nextButtonCanvasRenderer.SetAlpha(buttonAlpha2);
         //}
         nextButton.SetActive(true);
     }
     if (isShowReturn)
     {
         //buttonAlpha3 = buttonAlpha3 + 0.02f;
         //returnButtonCanvasRenderer.SetAlpha(buttonAlpha3);
         returnButton.SetActive(true);
     }
 }
コード例 #22
0
    IEnumerator exitButtonCheck()
    {
        if (numberOfBackButtonsPressed > 1)
        {
            Application.Quit();
        }
        // if button clicked again in last 3 seconds, exit
        CanvasRenderer textRenderer = exitTextRenderer.GetComponentInChildren <Text> ().GetComponent <CanvasRenderer> ();


        for (int i = 0; i < 20; i++)
        {
            //check for clicks, fade text in
            exitTextRenderer = GameObject.Find("ExitOverlay").GetComponent <CanvasRenderer> ();
            exitTextRenderer.SetAlpha((exitTextRenderer.GetAlpha() + 0.05f));
            textRenderer.SetAlpha((textRenderer.GetAlpha() + 0.05f));
            if (numberOfBackButtonsPressed > 1)
            {
                Application.Quit();
            }
            yield return(new WaitForSeconds(0.05f));
        }
        for (int i = 0; i < 20; i++)
        {
            //check for clicks
            if (numberOfBackButtonsPressed > 1)
            {
                Application.Quit();
            }
            yield return(new WaitForSeconds(0.05f));
        }

        for (int i = 0; i < 20; i++)
        {
            //check for clicks, fade text out
            exitTextRenderer = GameObject.Find("ExitOverlay").GetComponent <CanvasRenderer> ();
            exitTextRenderer.SetAlpha(exitTextRenderer.GetAlpha() - 0.05f);
            textRenderer.SetAlpha(textRenderer.GetAlpha() - 0.05f);
            if (numberOfBackButtonsPressed > 1)
            {
                Application.Quit();
            }
            yield return(new WaitForSeconds(0.05f));
        }

        numberOfBackButtonsPressed = 0;
    }
コード例 #23
0
    private void Update()
    {
        if (isFadeIn)
        {
            if (currentPhotoAlpha >= maxAlpha && currentPanelAlpha >= maxAlpha)
            {
                isFadeIn = false;
                gameController.isPhotoActive = true;
                StartCoroutine(LeavePhotoText());
            }

            currentFade = (Time.deltaTime * fadeSpeed);

            if (currentPhotoAlpha < maxAlpha)
            {
                photoImageRenderer.SetAlpha(photoImageRenderer.GetAlpha() + currentFade);
                currentPhotoAlpha = photoImageRenderer.GetAlpha();
            }
            if (currentPanelAlpha < maxAlpha)
            {
                photoPanelRenderer.SetAlpha(photoPanelRenderer.GetAlpha() + currentFade);
                currentPanelAlpha = photoPanelRenderer.GetAlpha();
            }
        }

        //if (isFadeOut)
        //{
        //    if (currentPhotoAlpha <= 0.0f && currentPanelAlpha >= 0.0f)
        //    {
        //        isFadeOut = false;
        //        photoImageRenderer.gameObject.SetActive(false);
        //    }

        //    currentFade = (Time.deltaTime * fadeSpeed);

        //    if (currentPhotoAlpha > 0.0f)
        //    {
        //        photoImageRenderer.SetAlpha(photoImageRenderer.GetAlpha() - currentFade);
        //        currentPhotoAlpha = photoImageRenderer.GetAlpha();
        //    }
        //    if (currentPanelAlpha > 0.0f)
        //    {
        //        photoPanelRenderer.SetAlpha(photoPanelRenderer.GetAlpha() - currentFade);
        //        currentPanelAlpha = photoPanelRenderer.GetAlpha();
        //    }
        //}
    }
コード例 #24
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 // Update is called once per frame
 void Update()
 {
     if (cr.GetAlpha() >= 1 && !beginIncrement)
     {
         beginIncrement = true;
         IncrementAge();
     }
 }
コード例 #25
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    void InventoryListener()
    {
        float inventoryY = inventoryUI.localPosition.y;
        float alphaVign  = vignetteBottom.GetAlpha();

        if (Input.GetButton("Inventory") && !isInventory && !isBlocked && inventory.items[0].ID != -1)
        {
            tempTargetRotation = targetRotation;
            isInventory        = true;
        }
        else if (!Input.GetButton("Inventory") && isInventory && !inventory.isShowingInfo)
        {
            isInventory = false;
        }
        else if (Input.GetButtonDown("Inventory") && !isInventory && !isBlocked && inventory.items[0].ID == -1)
        {
            Debug.Log("Инвентарь пуст");
        }

        if (Input.GetButton("Inventory") && isInventory && inventory.items[0].ID == -1)
        {
            Debug.Log("Инвентарь пуст");
            isInventory = false;
        }

        if (isInventory)
        {
            inventoryY += -(Mathf.Pow(inventoryY + 226, 2) - 2800) * 0.003f;
            inventoryY  = Mathf.Clamp(inventoryY, -277, -175);
            inventoryUI.localPosition = new Vector2(inventoryUI.localPosition.x, inventoryY);
            if (alphaVign >= 1)
            {
                alphaVign = 1;
            }
            else
            {
                alphaVign += -(Mathf.Pow(alphaVign - 0.5f, 2) - 0.25f) * 0.03f + 0.02f;
            }
            vignetteBottom.SetAlpha(alphaVign);
            inventory.quickItemInfo.transform.GetComponent <RectTransform>().localPosition = new Vector2(inventory.quickItemInfo.transform.GetComponent <RectTransform>().localPosition.x, -480 - inventoryY);
        }
        else if (!isInventory)
        {
            inventoryY -= -(Mathf.Pow(inventoryY + 226, 2) - 2800) * 0.003f;
            inventoryY  = Mathf.Clamp(inventoryY, -277, -175);
            inventoryUI.localPosition = new Vector2(inventoryUI.localPosition.x, inventoryY);
            if (alphaVign <= 0)
            {
                alphaVign = 0;
            }
            else
            {
                alphaVign -= -(Mathf.Pow(alphaVign - 0.5f, 2) - 0.25f) * 0.03f + 0.02f;
            }
            vignetteBottom.SetAlpha(alphaVign);
            inventory.quickItemInfo.transform.GetComponent <RectTransform>().localPosition = new Vector2(inventory.quickItemInfo.transform.GetComponent <RectTransform>().localPosition.x, -480 - inventoryY);
        }
    }
コード例 #26
0
ファイル: Shop.cs プロジェクト: nixiaotang/RobStar
    void LateUpdate()
    {
        if (_fundFadeState == 1)  //fade in

        {
            fundTxt.SetAlpha(fundTxt.GetAlpha() + _txtFadeSpeed); //increase opacity
            if (fundTxt.GetAlpha() >= 2.5f)
            {
                _fundFadeState = 2;                            //when reached goal opacity, fade out
            }
        }
        else if (_fundFadeState == 2)     //fade out

        {
            fundTxt.SetAlpha(fundTxt.GetAlpha() - _txtFadeSpeed); //decrease opacity

            if (fundTxt.GetAlpha() < 0)                           //when reached goal opacity, reset
            {
                _fundFadeState = 0;
                fundTxt.SetAlpha(0f);
            }
        }


        if (_maxUpgradeFadeState == 1)  //fade in

        {
            maxUpgradeTxt.SetAlpha(maxUpgradeTxt.GetAlpha() + _txtFadeSpeed); //increase opacity
            if (maxUpgradeTxt.GetAlpha() >= 2.5f)
            {
                _maxUpgradeFadeState = 2;                                  //when reached goal opacity, fade out
            }
        }
        else if (_maxUpgradeFadeState == 2)     //fade out

        {
            maxUpgradeTxt.SetAlpha(maxUpgradeTxt.GetAlpha() - _txtFadeSpeed); //decrease opacity

            if (maxUpgradeTxt.GetAlpha() < 0)                                 //when reached goal opacity, reset
            {
                _maxUpgradeFadeState = 0;
                maxUpgradeTxt.SetAlpha(0f);
            }
        }
    }
コード例 #27
0
 IEnumerator PopUpFade()
 {
     popUpImage.CrossFadeAlpha(0, 3, false);
     if (popUpCanvasRenderer.GetAlpha() == 0)
     {
         Destroy(gameObject);
     }
     yield return(null);
 }
コード例 #28
0
    // Update is called once per frame
    void Update()
    {
        canvasRenderer.SetAlpha(canvasRenderer.GetAlpha() + SPEED * sign);

        float a = canvasRenderer.GetAlpha();

        if (a >= 3.0f)
        {
            sign = -1.0f;
            //sign = 0.0f;
        }
        else if (a <= 0.0f)
        {
            sign    = 1.0f;
            enabled = false;
            //init();
        }
    }
コード例 #29
0
ファイル: CopyAlpha.cs プロジェクト: ubdirdoc/segment-game
    // Update is called once per frame
    void Update()
    {
        CanvasRenderer currentRenderer = gameObject.GetComponent <CanvasRenderer>();

        if (currentRenderer != null && m_rendererToCopyTheAlphaFrom != null)
        {
            currentRenderer.SetAlpha(m_rendererToCopyTheAlphaFrom.GetAlpha());
        }
    }
コード例 #30
0
    /**
     * Coroutine Name: SceneFadeInCoroutine
     * Description	 : Coroutine handles behavior for fading in a scene.
     * @param duration
     */
    private IEnumerator SceneFadeInCoroutine(float duration)
    {
        //Set the alpha of the Canvas Renderer to completely black.
        canvasRenderer.SetAlpha(1.0f);
        //Wait one second before starting fade in.
        yield return(new WaitForSeconds(1.0f));

        //While the alpha value of the image is greater than zero fade...
        while (canvasRenderer.GetAlpha() > 0.0f)
        {
            //...Decrease the alpha value of the image...
            canvasRenderer.SetAlpha(canvasRenderer.GetAlpha() - Time.smoothDeltaTime / duration);
            //Print the alpha value of the CanvasRenderer.
            //Debug.Log(canvasRenderer.GetAlpha());
            //...Yield until next frame update before continuing loop execution...
            yield return(0);
        }
    }