private Fade fade; // Use this to fade text in / out // Set default values, start idle coroutine void Start() { rangeCollider = gameObject.GetComponent <CircleCollider2D>(); rangeCollider.radius = range; eventTitleText = transform.parent.Find("TextCanvas").Find("EventTitleText").GetComponent <Text>(); eventTitleText.color = new Color(eventTitleText.color.r, eventTitleText.color.g, eventTitleText.color.b, 0); fade = Fade.CreateFade(gameObject); StartCoroutine(Idle()); }
void Spawn() { GameObject go = Instantiate(prefabToSpawn, positionToSpawn, Quaternion.identity); fade = Fade.CreateFade(go, fadeDuration); SpriteRenderer sr = go.GetComponent <SpriteRenderer>(); sr.color = new Color(sr.color.r, sr.color.g, sr.color.b, 0f); fade.FadeInSprite(go.GetComponent <SpriteRenderer>()); Destroy(gameObject); }
// TESTING ONLY /*void Update() { * if (Input.GetKeyDown(KeyCode.Alpha1)) { * SampleKeyItem temp = new SampleKeyItem(); * temp.itemName = "Test Item"; * AddItem(temp); * } * }*/ // Only one instance of this should exist to prevent duplicating items to the UI void Awake() { if (instance == null) { instance = this; fade = Fade.CreateFade(gameObject); //SaveData.Load(); This will be done by the GameManager } else { Destroy(this); } }
IEnumerator End() { fade = Fade.CreateFade(gameObject, 3); text = gameObject.GetComponent <Text>(); text.color = new Color(text.color.r, text.color.g, text.color.b, 0); yield return(new WaitForSeconds(1)); fade.FadeInText(text); yield return(new WaitForSeconds(6)); fade.FadeOutText(text); yield return(new WaitForSeconds(5)); SceneManager.LoadScene(Scenes.MainMenu.ToString()); }
public string KeyName; // Key required to open the door public override IEnumerator TriggerEvent() { if (Inventory.Contains(KeyName)) { // Deactivate Trigger DeactivateEventTrigger(); // Open the door Fade fade = Fade.CreateFade(gameObject); GameObject sprite = gameObject.transform.Find("Sprite").gameObject; fade.FadeOutSprite(sprite.GetComponent <SpriteRenderer>(), 2); yield return(new WaitForSeconds(1)); //Destroy the nav obstacle Destroy(sprite.transform.Find("NavObstacle").gameObject); yield break; } }
//One time events must // 1) Call DeactivateTrigger() to immediately disable the event // 2) Call Completed() to notify the save system that the event should not be re-loaded public override IEnumerator TriggerEvent() { DeactivateTrigger(); // Required if (item) { Inventory.AddItem(item); } popup.text = "Acquired [" + item.itemName + "]."; RectTransform rt = popup.gameObject.GetComponent <RectTransform>(); rt.position = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2, 10)); fade = Fade.CreateFade(gameObject); fade.FadeInText(popup); yield return(new WaitForSeconds(3)); fade.FadeOutText(popup); Completed(); // Required yield break; }
void Awake() { fade = Fade.CreateFade(gameObject, 0.5f); itemNameText = gameObject.transform.Find("ItemNameText").gameObject.GetComponent <Text>(); itemNameText.color = new Color(itemNameText.color.r, itemNameText.color.g, itemNameText.color.b, 0); }