private IEnumerator FadeInRoutine() { yield return(AlphaChangeRoutine(0, _duration)); faded = false; FadeInComplete?.Invoke(); }
private static void StartFadeIn() { FadeInComplete = null; BlackFadeController goController = UnityEngine.Object.Instantiate(Resources.Load <GameObject>("Prefabs/Black Fade")).GetComponent <BlackFadeController>(); goController.FadeIn(); goController.FadeCompleted += () => FadeInComplete?.Invoke(); }
//private void OnFadeOutComplete(IGameEvent obj) //{ // GlobalController.g.FadeV.IniciarFadeIn(); // EventAgregator.AddListener(EventKey.fadeInComplete, OnFadeInComplete); // SceneManager.SetActiveScene( // SceneManager.GetSceneByName(GameController.g.MyKeys.CenaAtiva.ToString())); // SaveDatesManager.SalvarAtualizandoDados(); // fase = FasesDoLoad.eventInProgress; // SceneManager.UnloadSceneAsync(NomesCenasEspeciais.CenaDeCarregamento.ToString()); // //GameController.g.ModificacoesDaCena(); // Time.timeScale = 1; // Physics2D.gravity = new Vector2(0, -0.8f); //} private void OnFadeInComplete(FadeInComplete obj) { Physics2D.gravity = new Vector2(0, -9.8f); Debug.Log("cena ativa para musica: " + SceneManager.GetActiveScene().name); Destroy(gameObject); InvokeAcaoFinalizadora(); }
/// <summary> /// Hide the occluder over time. /// </summary> public void FadeOut(System.Action EndAction = null) { StopAllCoroutines(); this.ProgressionAnim(fadeDuration, delegate(float progression) { image.color = Color.Lerp(fadeColor, startColor, progression); }, delegate { // Invoke endAction and event. EndAction?.Invoke(); FadeInComplete?.Invoke(); }); }
private IEnumerator FadeInPage() { yield return(StartCoroutine(Coroutines.FadeTo(_canvasGroup, 1, 1))); FadeInComplete?.Invoke(); }