protected static void InizializeGameObjects() { CallFinished = false; player = GameObject.FindGameObjectWithTag("Player"); rb2dPlayer = player.GetComponent <Rigidbody2D>(); fadeOut = GameObject.FindGameObjectWithTag("UI").GetComponentInChildren <FadeOut>(); }
void AddFadeOut() { FadeOut fo = gameObject.AddComponent <FadeOut> (); fo.multiColored = false; fo.alphaFadeRate = 0.03f; }
void DisplayOrHide(bool mouseOrTouchPresent) { isVisible = mouseOrTouchPresent; if (Locator.VideoPlayerVm.IsVideoPlayerAudioTracksSettingsVisible || Locator.VideoPlayerVm.IsVideoPlayerOptionsPanelVisible || Locator.VideoPlayerVm.IsVideoPlayerSubtitlesSettingsVisible || Locator.VideoPlayerVm.IsVideoPlayerVolumeSettingsVisible) { return; } if (!isVisible) { ControlsGridFadeOut.Value = ControlsBorder.ActualHeight; HeaderGridFadeOut.Value = -HeaderGrid.ActualHeight; FadeOut.Begin(); Locator.MediaPlaybackViewModel.MouseService.HideCursor(); } else { FadeIn.Begin(); Locator.MediaPlaybackViewModel.MouseService.ShowCursor(); } }
public void Update() { if (account != null) { FadeOut.Begin(); } }
/// <summary> /// Creates fragments if necessary and destroys original gameobject /// </summary> public void explode() { //if fragments were not created before runtime then create them now if (fragments.Count == 0 && allowRuntimeFragmentation) { generateFragments(); } //otherwise unparent and activate them else { foreach (GameObject frag in fragments) { FadeOut fo = frag.GetComponent <FadeOut>(); fo.Prepare(); } } //if fragments exist destroy the original if (fragments.Count > 0) { //gameObject.transform.position = pos; gameObject.GetComponent <Renderer>().enabled = false; gameObject.GetComponent <Rigidbody2D>().simulated = false; exploding = true; explosionAudioSource.Play(); Invoke("resetMe", 3); } }
// Start is called before the first frame update void Start() { canvasMenu = this.transform.GetChild(1).gameObject.GetComponent <FadeOut>(); canvasCreditos = this.transform.GetChild(2).gameObject.GetComponent <FadeOut>(); canvasMenu.startFadeIn(null, 0f); }
// Use this for initialization void Start() { m_Control = false; m_PosFlag = 0; for (int i = 0; i < 4; i++) { m_PushStart[i] = false; } m_BasePos = new Vector3(60.0f, 0.0f, 0.0f); m_Guide[0].m_Guide = this.transform.FindChild("Guide1").gameObject; m_Guide[1].m_Guide = this.transform.FindChild("Guide2").gameObject; m_Guide[2].m_Guide = this.transform.FindChild("Guide3").gameObject; m_Guide[3].m_Guide = this.transform.FindChild("Guide4").gameObject; m_Guide[4].m_Guide = this.transform.FindChild("Guide5").gameObject; m_Guide[5].m_Guide = this.transform.FindChild("Guide6").gameObject; m_FadeObject = this.transform.FindChild("Fade").gameObject; for (int i = 0; i < 6; i++) { m_Guide[i].m_GuideScale = m_Guide[i].m_Guide.gameObject.GetComponent <TweenScale>(); m_Guide[i].m_Alpha = m_Guide[i].m_Guide.gameObject.GetComponent <TweenAlpha>(); m_Guide[i].m_GuidePos = m_Guide[i].m_Guide.transform.position; m_Guide[i].m_Sprite = m_Guide[i].m_Guide.gameObject.GetComponent <UISprite>(); } m_Fade = m_FadeObject.GetComponent <FadeOut>(); }
void Start() { nextScene = "1_Login_Scene"; fadeOut = GameObject.Find("FadeOut").GetComponent <FadeOut>(); StartCoroutine("LogoWork"); StartCoroutine(LoadScene()); }
// Second, after the fade out finishes, move the player and start a fade-in void endFadeOut() { moveToDor(); FadeOut fo = Camera.main.GetComponent("FadeOut") as FadeOut; fo.DoFadeIn(5, endFadeIn); }
public void Enable(float duration = 0f) { foreach (Renderer childRenderer in GetComponentsInChildren <Renderer>()) { if (childRenderer != null) { foreach (Material mat in childRenderer.materials) { if (mat.shader.name == "dissolve") { StartCoroutine(UnDissolve(mat, duration > 0 ? duration : DefaultDuration)); } else { FadeOut fade = childRenderer.gameObject.GetComponent <FadeOut>(); if (!fade) { fade = childRenderer.gameObject.AddComponent <FadeOut>(); } fade.StartFadeIn(0, 2); } } } } }
IEnumerator Workflow() { FadeIn fadeIn = logo.AddComponent <FadeIn>(); fadeIn.time = 1.0f; fadeIn.Begin(); yield return(new WaitForSeconds(2f)); FadeOut fadeOut = logo.AddComponent <FadeOut>(); fadeOut.time = 1.0f; fadeOut.Begin(); yield return(new WaitForSeconds(1f)); logo.SetActive(false); loadingLayer.SetActive(true); yield return(new WaitForEndOfFrame()); MoveBy move = title.AddComponent <MoveBy>(); move.offset = new Vector3(0, -2f, 0); move.time = 1f; move.Begin(); yield return(new WaitForSeconds(1f)); async = SceneManager.LoadSceneAsync("MainScene"); async.allowSceneActivation = false; yield return(StartCoroutine(Loading())); text.text = "开始游戏"; button.enabled = true; }
//public bool IsDead = false; private void Start() { ShoutMetre = GameObject.Find("Post Process Canvas").transform.GetChild(0).GetComponent <Image>(); ThisTransform = transform; Fade = GetComponent <FadeOut>(); Collider = GetComponent <CapsuleCollider2D>(); }
void OnTriggerExit(Collider other) { if (other.CompareTag(containerTag)) { if (GetComponent <Rigidbody> () != null) { GetComponent <Rigidbody> ().velocity = Vector3.zero; } if (GetComponent <ConstantForwardMotion> () != null) { GetComponent <ConstantForwardMotion> ().enabled = false; } if (shouldFade) { FadeOut fo = gameObject.AddComponent <FadeOut> (); fo.multiColored = false; fo.alphaFadeRate = 0.05f; foreach (Transform child in transform) { FadeOut childFo = child.gameObject.AddComponent <FadeOut> (); childFo.multiColored = false; childFo.alphaFadeRate = 0.05f; } } else { if (GetComponent <EnemyDie> () != null) { GetComponent <EnemyDie> ().RegisterDeath(); } Destroy(gameObject); } } }
//public Animator animator; //public string TriggerName; private void Start() { fi = GameObject.Find("QuestLocationText").GetComponent <FadeIn>(); fo = GameObject.Find("QuestLocationText").GetComponent <FadeOut>(); fi.fadeIn(); }
void FadeOut_Completed(object sender, EventArgs e) { FadeOut.Stop(); FadeIn.Stop(); currentTextBlock.Text = textCollection[textCounter]; textCounter++; if (textCounter == 5) { textCounter = 0; if (currentTextBlock == PageTitle) { currentTextBlock = ApplicationTitle; } else { currentTextBlock = PageTitle; } Storyboard.SetTarget(FadeIn, currentTextBlock); Storyboard.SetTarget(FadeOut, currentTextBlock); } FadeIn.Begin(); }
public async Task TriggerFadeOut(bool b) { if (FadeOut != null) { await FadeOut.Invoke(b); } }
private void resetMe() { foreach (GameObject frag in fragments) { FadeOut fo = frag.GetComponent <FadeOut>(); fo.Finish(); } exploding = false; }
public SimpleAnimation() { InitializeComponent(); PageFlip.Begin(); currentTextBlock = PageTitle; FadeOut.Completed += new EventHandler(FadeOut_Completed); FadeIn.Completed += new EventHandler(FadeIn_Completed); FadeOut.Begin(); }
void Step1() { c2script.beginMovement = true; FadeOut fout = nucleolus.GetComponent <FadeOut>(); fout.fade = true; //centreole2.transform.position = c2pos.transform.position; //S1SwapSpindles(); }
public void GameOver() { FadeOut block = Instantiate(blockPrefab); block.StartFadeOut(onEnd: () => { Instantiate(againStagePrefab); }); }
// Start is called before the first frame update void Start() { GameObject activarBlack = this.transform.GetChild(this.transform.childCount - 1).gameObject; activarBlack.SetActive(true); black = activarBlack.GetComponent <FadeOut>(); black.startFadeOut(null, 0f); gameOver = this.transform.GetChild(1).gameObject.GetComponent <FadeOut>(); }
//Game over and clear control public void Cleard() { FadeOut block = Instantiate(blockPrefab); block.StartFadeOut(onEnd: () => { Instantiate(nextStagePrefab); }); }
public static void UnityEventWithFade(SerializedProperty property, float faded, string label, DColor dColor, int eventsCount, bool indentContent = false, bool addExtraSpaceWhenExpanded = false) { float alpha = GUI.color.a; if (FadeOut.Begin(faded, indentContent)) { UnityEvent(property, label, dColor, eventsCount); } FadeOut.End(faded, addExtraSpaceWhenExpanded, alpha); }
public static void DrawWithFade(SerializedProperty property, float faded, float rowHeight, DColor dColor, float propertyWidth, bool indentContent = false, bool addExtraSpaceWhenExpanded = false) { float alpha = GUI.color.a; if (FadeOut.Begin(faded, indentContent)) { Draw(property, dColor, propertyWidth, rowHeight); } FadeOut.End(faded, addExtraSpaceWhenExpanded, alpha); }
public static void DrawWithFade(SerializedProperty property, float faded, DColor dColor, bool indentContent = false, bool addExtraSpaceWhenExpanded = false, params GUILayoutOption[] options) { float alpha = GUI.color.a; if (FadeOut.Begin(faded, indentContent)) { Draw(property, dColor, options); } FadeOut.End(faded, addExtraSpaceWhenExpanded, alpha); }
public static void DrawWithFade(SerializedProperty property, float faded, ColorName colorName, string emptyMessage = EMPTY_MESSAGE, float extraLineSpacing = 0, params GUILayoutOption[] options) { float alpha = GUI.color.a; if (FadeOut.Begin(faded, false)) { Draw(property, colorName, emptyMessage, extraLineSpacing, options); } FadeOut.End(faded, true, alpha); }
private void Awake() { m_MaterialFadeOut = new Material(Shader.Find("PlaneNoZTest")); CameraFadeOutEffect.FadeOutAction += DrawQuad; currentColor = Color.black; currentColor.a = 0; }
void Start() { // !!! 가비지 컬렉션 강제 실행 !!! //System.GC.Collect(); // !!!!!!!!!!!!!!!!!!!!! fadeOut = GameObject.Find("FadeOut").GetComponent <FadeOut>(); //TODO: 씬에서 고정적으로 Fade를 처리할경우 //StartCoroutine(FADEOUT_FLASH()); GameData.Instance.PanelItem = 3; }
private void Awake() { group = GetComponent <CanvasGroup>(); FadeOut other = GetComponent <FadeOut>(); if (other != null) { Destroy(other); } }
private void Start() { audioEvents = new List <AudioEvent>(GetComponents <AudioEvent>()); _fadeout = GetComponent <FadeOut>(); var index = SceneManager.sceneCount; LevelNameText.text = SceneManager.GetSceneAt(index - 1).name; Time.timeScale = 1f; InputManager.DisableInput = false; }
public static void BreakUp(Sprite sprite, int size, int pixelsPerUnit, Vector3 position, float fadeOutTime) { // Get sprite texture Texture2D sourceTexture = sprite.texture; Vector2 pivot = sprite.pivot; Rect rect = sprite.rect; Debug.Log(sprite.texture.name); // Get sprite width and height int width = Mathf.FloorToInt(sprite.rect.width); int height = Mathf.FloorToInt(sprite.rect.height); int partNumber = 0; for (int i = 0; i < width / size; i++) { for (int j = 0; j < height / size; j++) { // Cut out the needed part from the texture Sprite newSprite = Sprite.Create(sourceTexture, new Rect(rect.x + i * width / (width / size), rect.y + j * height / (height / size), size, size), new Vector2(0f, 0f), pixelsPerUnit); GameObject gObject = new GameObject(); SpriteRenderer sRenderer = gObject.AddComponent <SpriteRenderer>(); Rigidbody2D rBody = gObject.AddComponent <Rigidbody2D>(); FadeOut fOut = gObject.AddComponent <FadeOut>(); fOut.fadeOutTime = fadeOutTime; gObject.name = sprite.name + " part " + partNumber; sRenderer.sprite = newSprite; sRenderer.color = Color.white; sRenderer.sortingLayerName = "Local Displays"; // Place every GameObject as it was in the original sprite gObject.transform.position = position + new Vector3(sprite.bounds.min.x + (sRenderer.sprite.rect.width / pixelsPerUnit) * i, sprite.bounds.min.y + (sRenderer.sprite.rect.width / pixelsPerUnit) * j, 0); rBody.velocity = new Vector2(Random.Range(-2f, 2f), Random.Range(3f, 6f)); rBody.freezeRotation = true; partNumber++; } } }
/// <summary> /// メインゲームシーン /// </summary> /// <param name="content"></param> /// <param name="graphicsDevice"></param> /// <param name="input"></param> public GameIn(ContentManager content, GraphicsDevice graphicsDevice, GameTime gameTime, StageSelect.SelectStage selectStage, StageSelect.SelectEnemy selectEnemy) { this.content = content; this.graphicsDevice = graphicsDevice; this.selectStage = selectStage; // 乱数の初期化 rand = new Random(); // 迷路初期化。難易度によって大きさを変える maze = new Maze(content, selectStage); Point playerPosition; Point goalPosition; while (true) { playerPosition = maze.RandomPoint(); goalPosition = maze.RandomPoint(); // 迷路の斜辺の長さを求める。三平方の定理 c^2 = sqrt(a^2 + b^2) double hypotenuse = Math.Sqrt(maze.Width * maze.Width + maze.Height * maze.Height); // 0.5斜辺 < 距離 < 0.6斜辺ならOK double distance = Math.Sqrt((playerPosition.X - goalPosition.X) * (playerPosition.X - goalPosition.X) + (playerPosition.Y - goalPosition.Y) * (playerPosition.Y - goalPosition.Y)); if (hypotenuse * 0.5 < distance && distance < hypotenuse * 0.6) { break; } } //プレイヤー初期化 player = new Player(content, playerPosition, Collidable.Collidable.Orientation.East, maze); //ゴール初期化 goalobj = new GoalObject(content, goalPosition, Collidable.Collidable.Orientation.East, maze); // Enemyマネージャ初期化 enemyManager = new EnemyManager(content, selectEnemy, selectStage, maze, player); //背景モデルの宣言 backmodel = new BackGround(content); //カメラの初期設定 camera = new Camera(player); // ミニマップの初期化 miniMap = new MiniMap(content, graphicsDevice); // スコアの初期化 score = new Score(content, graphicsDevice, gameTime, selectStage); //フェードアウト処理 fadeout = new FadeOut(content, graphicsDevice, FadeOut.SceneType.InGame); // カウントダウン countdown = new CountDown(content, graphicsDevice, gameTime); // BGMの再生 cueBGM = SoundManager.Instance.SoundBank.GetCue("game"); }
// Use this for initialization void Start() { LOST = false; counter = 0; soundFX = false; audio.Play(); pieces = 12; pieceHP = 100f; scale = 0.635f; hplengthMAX = scale*Screen.width; hplength = hplengthMAX; frame.x = 0.66f*Screen.width; frame.y = 100f; hpPOS.x = 15; hpPOS.y = 12; hpheight = 40; hungrySIZ.x = 650f; hungrySIZ.y = 100f; hungryPOS.x = (Screen.width-hungrySIZ.x)*0.5f; hungryPOS.y = 20f; ice = new GameObject[11]; ice[0] = transform.Find("iceberg_1").gameObject; ice[1] = transform.Find("iceberg_2").gameObject; ice[2] = transform.Find("iceberg_3").gameObject; ice[3] = transform.Find("iceberg_4").gameObject; ice[4] = transform.Find("iceberg_5").gameObject; ice[5] = transform.Find("iceberg_6").gameObject; ice[6] = transform.Find("iceberg_7").gameObject; ice[7] = transform.Find("iceberg_8").gameObject; ice[8] = transform.Find("iceberg_9").gameObject; ice[9] = transform.Find("iceberg_10").gameObject; ice[10] = transform.Find("iceberg_11").gameObject; // penguinSIZ = 30f; penguins = new bool[11]; won_wave = false; degrade = false; wave_over = false; index = -1; speed = 4f; pause = false; for (int i = 0; i < 11; i++) { penguins[i] = true; } // penguin1.x = 5f; // penguin1.y = -88f; // penguin2.x = 35f; // penguin2.y = -53f; // penguin3.x = 47f; // penguin3.y = -15f; // penguin4.x = 48f; // penguin4.y = 43f; // penguin5.x = 10f; // penguin5.y = 63f; // penguin6.x = -28f; // penguin6.y = 78f; // penguin7.x = -62f; // penguin7.y = 58f; // penguin8.x = -93f; // penguin8.y = 25f; // penguin9.x = -90f; // penguin9.y = -26f; // penguin10.x = -84f; // penguin10.y = -66f; // penguin11.x = -41f; // penguin11.y = -87f; move = GetComponent<Movement>(); world = GetComponent<World>(); fadeI = GetComponent<FadeIn>(); fadeO = GetComponent<FadeOut>(); music = GetComponent<Sound>(); fade1 = false; fade2 = false; world.enabled = true; levelSIZ.x = 600f; levelSIZ.y = 80f; levelPOS.y = Screen.height-86f+5f; levelPOS.x = Screen.height*0.75f; offset.x = 3f; offset.y = 3f; cam = GameObject.Find("Main Camera"); Heal(); }
/// <summary> /// ランキングシーン /// </summary> /// <param name="content"></param> /// <param name="graphicsDevice"></param> /// <param name="totalTime"></param> /// <param name="selectStage"></param> public Ranking(ContentManager content, GraphicsDevice graphicsDevice, TimeSpan totalTime, StageSelect.SelectStage selectStage) { this.content = content; this.graphicsDevice = graphicsDevice; //ステージサイズ取得 this.selectStage = selectStage; //クリア時間取得 this.totalTime = totalTime; LoadContent(); NewRecordFlag = false; DrawFlag = true; //ランキングチェック newRank = checkRancking(totalTime, csvstr); //レコード更新フラグ確認 if (newRank >= 0 && newRank <= 2) NewRecordFlag = true; //音声初期化 cueBGM = SoundManager.Instance.SoundBank.GetCue("result"); cueBGM.Play(); fadeout = new FadeOut(content, graphicsDevice, FadeOut.SceneType.OutGame); }
/// <summary> /// ランキングシーン /// </summary> /// <param name="content"></param> /// <param name="graphicsDevice"></param> /// <param name="selectStage"></param> public Ranking(ContentManager content, GraphicsDevice graphicsDevice, StageSelect.SelectStage selectStage) { this.content = content; this.graphicsDevice = graphicsDevice; //ステージサイズ取得 this.selectStage = selectStage; LoadContent(); NewRecordFlag = false; DrawFlag = false; //音声初期化 cueBGM = SoundManager.Instance.SoundBank.GetCue("result"); cueBGM.Play(); //フェードアウト初期化 fadeout = new FadeOut(content, graphicsDevice, FadeOut.SceneType.OutGame); }