public void PlayScene(AvatarToPlayerNotifications notifications) { Debug.Log($"PlayScene! {name} resuming: {isResuming} {Time.time}"); DebugUtilities.Assert(notifications != null, "Player notifications can not be null"); playerNotifications = notifications; if (fadeAtStart) { fadeInOut.FadeOut(fadeOutTime); fadeOutDoneAt = Time.time + fadeOutTime; } else { fadeOutDoneAt = Time.time; } }
IEnumerator Presentation() { yield return(new WaitForSeconds(2f)); Flash.FadeOut(); yield return(new WaitUntil(() => Flash.HasFinishedFade)); yield return(new WaitForSeconds(2f)); MMAyALogo.FadeOut(); MMayABg.FadeOut(); yield return(new WaitUntil(() => MMAyALogo.HasFinishedFade)); yield return(new WaitForSeconds(2f)); AncestralGods.FadeOut(); yield return(new WaitUntil(() => AncestralGods.HasFinishedFade)); yield return(new WaitForSeconds(3f)); FlashToGame.FadeIn(); yield return(new WaitUntil(() => FlashToGame.HasFinishedFade)); SceneManager.LoadScene("BaseScene"); }
IEnumerator Wait() { yield return(new WaitForSeconds(delayToStart)); if (theGameObject.GetComponent <FadeInFadeOut>() != null) { theGameObject.GetComponent <FadeInFadeOut>().FadeIn(); yield return(new WaitForSeconds(delayToFadeOut)); theGameObject.GetComponent <FadeInFadeOut>().FadeOut(); } else { FadeInFadeOut fd = theGameObject.AddComponent <FadeInFadeOut>(); fd.gameObjectsToFade = new Image[1]; fd.gameObjectsToFade[0] = theGameObject.GetComponent <Image>(); fd.fadeTime = delayToFadeOut; fd.maxAlpha = 1f; fd.FadeIn(); yield return(new WaitForSeconds(delayToFadeOut)); fd.FadeOut(); } }
private IEnumerator Flow() { while (true) { TimeToCloseText += Time.deltaTime; if (TimeToCloseText >= 6) { FixedProblemText.SetActive(false); } if (Input.GetKeyDown(KeyCode.F) && FadeInFadeOut.CanGoToWork && !FadeInFadeOut.IsFading && FixedProblem) { TimerController.StopTimer(); CashManager.gameObject.SetActive(false); FixedProblemText.SetActive(false); StartCoroutine(FadeInFadeOut.FadeOut()); MoneyFromWorkText.GetComponent <Text>().text = "You Have Gone And Did Them Worksess, You Got 100$ !!"; yield return(new WaitForSeconds(1f)); MoneyFromWorkText.SetActive(true); yield return(new WaitForSeconds(3f)); MoneyFromWorkText.SetActive(false); yield return(new WaitForSeconds(1f)); TimerController.ResetTime(); CashManager.gameObject.SetActive(true); StartCoroutine(RandomaizeGame()); StartCoroutine(FadeInFadeOut.FadeIn()); CashManager.AddMoney(100); } if (PlayerTarnsform.position.y < -10) { PlayerTarnsform.position = new Vector3(1.62f, 1.16f, 1.834f); } yield return(null); } }
void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode) { if (scene.name == "Present" && _firstPresentLoad) { _firstPresentLoad = false; _waitForTitle = false; } UIFlash.FadeOut(); }
IEnumerator ShowGoodNews() { GoodNewsBG.FadeIn(); GoodNewsText.FadeIn(); yield return(new WaitUntil(() => GoodNewsText.HasFinishedFade)); yield return(new WaitForSeconds(2f)); GoodNewsBG.FadeOut(); GoodNewsText.FadeOut(); }
void OnMouseUp() { hasPlayedClick = false; if (DataHolder.allowInteractions) // && interactionsAllowed) { if (fadedIn) { fadedIn = false; drawerFade.FadeOut(); } drawerSprite.Display(0); GameObject.FindObjectOfType <ListenerManager>().OnDrop(gameObject); this.transform.localPosition = originalLocation; } }
void Update() { if (!isActing) { return; } if (!isFading && animate[cameraAnimation.name].length - animate[cameraAnimation.name].time < fadeDuration) { isFading = true; fadeInFadeOut.FadeOut(fadeDuration); } if (!animate.IsPlaying(cameraAnimation.name) || skip) { OnAnimationDone(); fadeInFadeOut.FadeIn(fadeDuration); } }
public void ApplyFadeOut(int fadeOutMs) { Working(true); DynamicVars.projectSettings.fxEditor.fadeSettings.FadeOut = fadeOutMs; bool valid = false; fadeout = new FadeInFadeOut((int)DynamicVars.wavOps.GetWaveFile.Format.SamplesPerSec, DynamicVars.wavOps.GetWaveFile, fadeOutMs, out valid); if (!valid) { MessageBox.Show("Opps! Parece que não é possível aplicar um fade de " + fadeOutMs + "ms neste ficheiro", "Fade demasiado longo", MessageBoxButtons.OK, MessageBoxIcon.Asterisk); } else { fadeout.FadeOut(); DynamicVars.fxEditor.on_fxChange(); } Working(false); }
IEnumerator Wait(GameObject theGameObject) { if (theGameObject.GetComponent <FadeInFadeOut>() != null) { yield return(new WaitForSeconds(startDelay)); theGameObject.GetComponent <FadeInFadeOut>().FadeOut(1); } else { FadeInFadeOut fd = theGameObject.AddComponent <FadeInFadeOut>(); fd.gameObjectsToFade = new Image[1]; fd.gameObjectsToFade[0] = theGameObject.GetComponent <Image>(); fd.fadeTime = startDelay; fd.maxAlpha = 1f; yield return(new WaitForSeconds(startDelay)); fd.FadeOut(1); } }