public IEnumerator WaitForFadeIn(float fadeDelay) { if (fadeDelay >= 0) { yield return(new WaitForSeconds(fadeDelay)); if (data.levelComplete) { StartCoroutine(WaitForFadeOut(level_endLetterFadeOutTime[data.level])); } else { StartCoroutine(WaitForFadeOut(level_startLevelFadeOutTime[data.level])); } } else { while (!introComplete) { yield return(new WaitForSeconds(0.1f)); } StartCoroutine(WaitForFadeOut(level_startLevelFadeOutTime[data.level])); } currentFade = FadeStatus.FadeIn; }
void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { levelToLoadInt++; Start(); } switch (status) { case FadeStatus.FadeIn: alpha += fadeSpeed * Time.deltaTime; break; case FadeStatus.FadeWaiting: if ((!waitForInput && Time.time >= timeFadingInFinished + waitTime) || (waitForInput && Input.anyKey)) { status = FadeStatus.FadeOut; } break; case FadeStatus.FadeOut: alpha += -fadeSpeed * Time.deltaTime * 2; if (alpha <= 0.0f) { if (trigger != null) { trigger(); } status = FadeStatus.Paused; } break; } }
// Update is called once per frame void Update() { switch (this.fade) { case FadeStatus.FadeOut: this.value += Time.deltaTime; if (value >= 1) { this.fade = FadeStatus.Normal; this.value = 1.0f; } break; case FadeStatus.FadeIn: this.value -= Time.deltaTime; if (value <= 0) { this.value = 0; this.fade = FadeStatus.Normal; } break; default: break; } this.guiTexture.color = Color.Lerp(Color.clear, Color.black, this.value); }
public LHSplashScreens() { levelToLoad = ""; m_fadeSpeed = 0.3f; m_waitTime = 0.5f; m_status = FadeStatus.FadeIn; }
public GameController() { levelToLoad = ""; m_fadeSpeed = 0.3f; m_waitTime = 0.5f; m_status = FadeStatus.FadeIn; }
//开始淡出效果,进入游戏时切换用 public void StartSplashGameScene(string nextScene) { ConfigureClass.nextSceneName = nextScene; status = FadeStatus.FadeIn; levelToLoad = "dialogueScene"; SetValue(1); }
private void Update() { switch (fadeStatus) { case FadeStatus.FADE_IN: spriteRenderer.color = FadeAlpha(spriteRenderer.color, true); if (spriteRenderer.color.a >= 1f - treshold) { fadeStatus = FadeStatus.FADE_OUT; } break; case FadeStatus.FADE_OUT: spriteRenderer.color = FadeAlpha(spriteRenderer.color, false); if (spriteRenderer.color.a <= 0f + treshold) { fadeStatus = FadeStatus.FADED; } break; case FadeStatus.FADED: SceneManager.LoadScene(1); // 1 - main menu scene break; } }
void OnGUI() { if (logoPositioning == LogoPositioning.Centered) { splashLogoPos.x = (Screen.width * 0.5f) - (logoList[currentIndex].width * 0.5f); splashLogoPos.y = (Screen.height * 0.5f) - (logoList[currentIndex].height * 0.5f); splashLogoPos.width = logoList[currentIndex].width; splashLogoPos.height = logoList[currentIndex].height; } else { splashLogoPos.x = 0; splashLogoPos.y = 0; splashLogoPos.width = Screen.width; splashLogoPos.height = Screen.height; } if (logoList[currentIndex] != null) { GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, Mathf.Clamp01(alpha)); //GUI.color = new Color(sceneBackgroundColor.r, sceneBackgroundColor.g, sceneBackgroundColor.b, 0); GUI.DrawTexture(splashLogoPos, logoList[currentIndex]); if (alpha > 1.0f) { status = FadeStatus.FadeWaiting; timeFadingInFinished = Time.time; alpha = 1.0f; if (splashType == SplashType.LoadNextLevelThenFadeOut && currentIndex == logoList.Length - 1) { oldCam.depth = -1000; loadingNextLevel = true; Application.LoadLevel(levelToLoad); } } if (alpha < 0.0f) { if (currentIndex == logoList.Length - 1) { if (splashType == SplashType.FadeOutThenLoadNextLevel) { Application.LoadLevel(levelToLoad); } else { Destroy(oldCamGO); // somehow this doesn't work Destroy(this); } } else { currentIndex++; status = FadeStatus.FadeIn; alpha = 0.0f; } } } }
public void FadeOut() { if (_fadeStatus == FadeStatus.FadeIdle) { _fadeState = FadeState.FadeOut; _fadeStatus = FadeStatus.FadeStart; } }
public Fader(Texture2D texture, Rectangle newFullScreen) { // FIXME: not using Sprite. This might be dumb. fadePixel = texture; fullScreen = newFullScreen; fadeStatus = FadeStatus.noFade; currentFade = 0.0f; }
void Update() { switch (Status) { case FadeStatus.Wait: WaitTimer -= Time.deltaTime; if (WaitTimer <= 0.0f) { Status = FadeStatus.FadeIn; } if (Input.anyKeyDown) { TargetAlpha = 1.0f; Status = FadeStatus.Keep; } break; case FadeStatus.FadeIn: TargetAlpha += Time.deltaTime * FadeSpeed; KeepTimer = KeepTime; if (Input.anyKeyDown) { TargetAlpha = 1.0f; Status = FadeStatus.Keep; } break; case FadeStatus.Keep: KeepTimer -= Time.deltaTime; if (KeepTimer <= 0.0f) { Status = FadeStatus.FadeOut; } if (Input.anyKeyDown) { Status = FadeStatus.End; } break; case FadeStatus.FadeOut: TargetAlpha -= Time.deltaTime * FadeSpeed; if (Input.anyKeyDown) { Status = FadeStatus.End; } break; case FadeStatus.End: if (!string.IsNullOrEmpty(NextScene)) { SceneManager.LoadScene(NextScene); } break; } }
public void FadeIn(float duration) { if (m_Status == FadeStatus.None) { Show(); m_General.SetActive(true); m_Teach.SetActive(false); m_Status = FadeStatus.FadingIn; m_Timer = 0; fadeInDuration = duration; } }
void FadeOutAnimation() { Color color = target.color; color.a -= Time.deltaTime * 0.5f; Debug.Log(color.a); target.color = color; if (color.a <= 0.0f) { status = FadeStatus.Complete; } }
// Fade in処理 private void FadeIn() { var color = image_.color; color.a -= Time.unscaledDeltaTime * (1.0f / kFadeTime); if (color.a <= 0f) { // Fade in処理終了 color.a = 0f; status_ = FadeStatus.kFadeNone; } image_.color = color; }
public IEnumerator BeginFadeOut() { state = FadeStatus.Fading; UIManager._instance.FadeScreen.gameObject.SetActive(true); Fade(UIManager._instance.FadeScreen.alpha, 0); yield return(new WaitUntil(() => !fadeInProgress())); if (fadeEnded != null) { fadeEnded.Invoke(); } UIManager._instance.FadeScreen.gameObject.SetActive(false); }
public void FadeOut(Action callback) { m_FadeOutCallback = callback; m_Timer = 0; if (m_Status == FadeStatus.FadingIn || m_Status == FadeStatus.Faded) { m_Status = FadeStatus.FadingOut; } else if (m_Status == FadeStatus.TeachFadingIn || m_Status == FadeStatus.Teaching) { m_Status = FadeStatus.TeachingFadeOut; } }
/// <summary> /// Resets and update the fade data. /// The method will activate the fade calculation by default. /// </summary> /// <param name="newFadeStatus">The new fade status. The status decides what type of calculation will be applied to the object.</param> /// <param name="duration">Amount of time (in seconds) the fade should take.</param> private void SetFadeProperties(FadeStatus newFadeStatus, float duration) { m_elapsedTime = 0.0f; m_currentDuration = duration; m_currentFadeStatus = newFadeStatus; switch (m_currentFadeStatus) { case FadeStatus.FadeIn: case FadeStatus.FadeOut: ToggleOpaqueObject(false); break; } }
void FadeIn() { if (FadeStatus.FADE_IN != fade_status_) return; FindBackgroundImage(); if (background_ == null) return; alpha_ += -Time.deltaTime; if (alpha_ <= 0.0f) { fade_status_ = FadeStatus.STOP; alpha_ = 0.0f; } background_.color = new Color(0, 0, 0, alpha_); }
/// <summary> /// This method gets called whenever the fade (in/out) calculation is finished, and reset the fade variables. /// </summary> /// <summary> /// This method gets called whenever the fade (in/out) calculation is finished, and reset the fade variables. /// </summary> private void FadeObjectFinished() { switch (m_currentFadeStatus) { case FadeStatus.FadeIn: ToggleOpaqueObject(true); break; default: ToggleOpaqueObject(false); break; } m_currentFadeStatus = FadeStatus.Waiting; }
///////////////////////////////////////////////////////////////////////// // Private関数 ///////////////////////////////////////////////////////////////////////// // 初期化処理 private void Start() { status_ = FadeStatus.kFadeIn; // Image Componentを探す image_ = GetComponentInChildren <Image>(); Assert.IsNotNull(image_, "FadeController: Image Componentが見つからない!"); // SortOrderを1000にする image_.canvas.sortingOrder = 1000; // ColorのAlpha値を1にする image_.color = new Color(0f, 0f, 0f, 1f); }
public void TeachFadeIn(string content, float duration) { if (m_Status == FadeStatus.None) { Show(); m_General.SetActive(false); m_Teach.SetActive(true); m_TeachContent.text = content; m_Status = FadeStatus.TeachFadingIn; m_Timer = 0; fadeInDuration = duration; //InitGameObjectUI(); } }
void Update() { switch (status) { case FadeStatus.FadeIn: alpha += fadeSpeed * Time.deltaTime; if (FadeSound) { //新增 AudioListener 淡入淡出控制 AudioListener.volume -= fadeSpeed * Time.deltaTime; } break; case FadeStatus.FadeWaiting: if ((!waitForInput && Time.time >= timeFadingInFinished + waitTime) || (waitForInput && Input.anyKey)) { status = FadeStatus.FadeOut; } break; case FadeStatus.FadeOut: alpha += -fadeSpeed * Time.deltaTime * 2; if (FadeSound) { //新增 AudioListener 淡入淡出控制 AudioListener.volume += fadeSpeed * Time.deltaTime * 2; } if (alpha <= 0.0f) { if (trigger != null) { trigger(); } status = FadeStatus.Paused; //新增:在FadeOut后删除前一个场景的相机 防止两个相机出现问题 var cameraList = FindObjectsOfType <Camera>(); if (cameraList.Length > 1) { Destroy(this.gameObject); } //Additive只生效一次 ifAdditive = false; } break; } }
public void StartSplashNextScene() { int sceneIndex = SceneManager.GetActiveScene().buildIndex; status = FadeStatus.FadeIn; //print("SceneManager.sceneCountInBuildSettings" + SceneManager.sceneCountInBuildSettings); if (sceneIndex + 1 >= SceneManager.sceneCountInBuildSettings) { levelToLoadInt = 0; } else { levelToLoadInt = sceneIndex + 1; } }
void FadingIn() { m_Timer += Time.deltaTime; float lerp = m_Timer / fadeInDuration; m_GeneralBG.color = Color.Lerp(new Color(0, 0, 0, 0), new Color(0, 0, 0, 1), lerp); Color temp = Color.Lerp(new Color(1, 1, 1, 0), new Color(1, 1, 1, 1), lerp); m_Spinner.color = temp; image_leaf.color = temp; m_Text.color = temp; if (lerp >= 1) { m_Status = FadeStatus.Faded; } }
// Fade out処理 private void FadeOut() { var color = image_.color; color.a += Time.unscaledDeltaTime * (1.0f / kFadeTime); if (color.a >= 1f) { // Fade out処理終了 color.a = 1f; status_ = FadeStatus.kFadeNone; // シーンの切り替え SceneManager.Instance.StartChange(); } image_.color = color; }
public void SceneAnimated() { canvas.blocksRaycasts = true; switch (mStatus) { case FadeStatus.FadeIn: { canvas.alpha += FadeSpeed * Time.deltaTime; //Time.timeScale = 0.1f; } break; case FadeStatus.FadeOut: canvas.alpha -= FadeSpeed * Time.deltaTime; break; case FadeStatus.FadeWait: //当设定为FadeWait时可根据时间判定或者玩家触发进入下一个状态 if (Time.time > mFadeInFinishedTime + WaitTime) { mStatus = FadeStatus.FadeOut; } break; } if (canvas.alpha >= 1.0F && mStatus == FadeStatus.FadeIn) { mStatus = FadeStatus.FadeWait; mFadeInFinishedTime = Time.time; canvas.alpha = 1.0F; // Time.timeScale = 1f; } if (canvas.alpha <= 0.0F) { canvas.alpha = 0f; canvas.blocksRaycasts = false; } //if (mStatus == FadeStatus.FadeWait) //{ // mStatus = FadeStatus.FadeOut; // //Debug.Log("请按任意键继续"); //} }
public void CheckingFadeStatus() { float renAlpha = ghostRenderer.material.color.a; if (renAlpha <= 0) { currentFadeStatus = FadeStatus.FadedOut; } if (renAlpha > 0 && renAlpha < 1) { currentFadeStatus = FadeStatus.Fading; } if (renAlpha >= fullColor.a) { currentFadeStatus = FadeStatus.FadedIn; } }
void Start() { splashLogo = new Texture2D(1, 1); splashLogo.SetPixel(0, 0, splashColor); splashLogo.Apply(); if (startAutomatically) { status = FadeStatus.FadeIn; } else { status = FadeStatus.Paused; } oldCam = Camera.main; oldCamGO = Camera.main.gameObject; if (logoPositioning == LogoPositioning.Centered) { splashLogoPos.x = (Screen.width * 0.5f) - (splashLogo.width * 0.5f); splashLogoPos.y = (Screen.height * 0.5f) - (splashLogo.height * 0.5f); splashLogoPos.width = splashLogo.width; splashLogoPos.height = splashLogo.height; } else { splashLogoPos.x = 0; splashLogoPos.y = 0; splashLogoPos.width = Screen.width; splashLogoPos.height = Screen.height; } if (splashType == SplashType.LoadNextLevelThenFadeOut) { DontDestroyOnLoad(this); DontDestroyOnLoad(Camera.main); } if ((Application.levelCount <= 1)) { Debug.LogWarning("Invalid levelToLoad value."); } }
} /* Update() */ // fade from transparent to opaque private System.Collections.IEnumerator FadeIn() { // mark as Running this.m_fadeStatus = FadeStatus.Running; // extract last one FadeRequest current_request = null; lock (this.m_requestQueue) { current_request = this.m_requestQueue.Peek(); } // loop over m_fadeDuration time for (float i = 0.0f; i <= current_request.m_fadeDuration; i += UnityEngine.Time.deltaTime) { // smoothly update intensity foreach (var light in this.Lights) { light.intensity = UnityEngine.Mathf.Clamp( (1.0f - i / current_request.m_fadeDuration), 0.0f, 1.0f ); } /* foreach() */ // yield yield return(null); } /* for() */ // finally, zeroing intensity foreach (var light in this.Lights) { light.intensity = 0.0f; } /* foreach() */ // flush last one lock (this.m_requestQueue) { // flush last one this.m_requestQueue.Dequeue(); } // mark as Pending this.m_fadeStatus = FadeStatus.Pending; } /* FadeIn() */
private void Update() { switch (_fadeStatus) { case FadeStatus.FadeIdle: return; case FadeStatus.FadeStart: CallOnBeginFade?.Invoke(); _fadeStatus = FadeStatus.FadeInProgress; break; case FadeStatus.FadeInProgress: switch (_fadeState) { case FadeState.FadeOut: _canvasGroup.alpha = Mathf.Lerp(_canvasGroup.alpha, 0, Time.deltaTime * _fadeSpeed); if (_canvasGroup.alpha < 0.01f) { _fadeStatus = FadeStatus.FadeEnd; } break; case FadeState.FadeIn: Mathf.Lerp(_canvasGroup.alpha, 1, _fadeSpeed * Time.deltaTime); if (_canvasGroup.alpha > 0.9f) { _fadeStatus = FadeStatus.FadeEnd; } break; } break; case FadeStatus.FadeEnd: CallOnEndFade?.Invoke(); Destroy(_canvasGroup); _fadeStatus = FadeStatus.FadeIdle; gameObject.SetActive(false); break; } }
void OnGUI() { if (SplashLogo != null) { //绘制Logo GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, Mathf.Clamp(mAlpha, 0, 1)); GUI.DrawTexture(mSplashLogoPos, SplashLogo); //状态判断 if (mAlpha > 1.0F) { mStatus = FadeStatus.FadeWait; mFadeInFinishedTime = Time.time; mAlpha = 1.0F; //如果需要在渐入结束后加载关卡 if (Type == SplashType.LoadLevelThenFadeOut) { mCam.depth = -1000; } } if (mAlpha < 0.0F) { //如果需要在关卡加载完后渐出 if (Type == SplashType.FadeOutThenLoadLevel) { SceneManager.LoadScene(levelToLoad); // Application.LoadLevel("sence2"); } else { Destroy(mCamObj); Destroy(this); } } } if (mStatus == FadeStatus.FadeWait) { mStatus = FadeStatus.FadeOut; StartCoroutine("loadSence2"); //Debug.Log("请按任意键继续"); } }
void Start () { //是否自动淡入淡出 if(startAutomatically) { status = FadeStatus.FadeIn; } else { status = FadeStatus.Paused; } //指定摄像机 oldCam = Camera.main; oldCamGO = Camera.main.gameObject; //载入图位置大小判断 if(logoPositioning == LogoPositioning.Centered) { splashLogoPos.x = (Screen.width * 0.5f) - (splashLogo.width * 0.5f); splashLogoPos.y = (Screen.height * 0.5f) - (splashLogo.height * 0.5f); splashLogoPos.width = splashLogo.width; splashLogoPos.height = splashLogo.height; } else { splashLogoPos.x = 0; splashLogoPos.y = 0; splashLogoPos.width = Screen.width; splashLogoPos.height = Screen.height; } if(splashType == SplashType.LoadNextLevelThenFadeOut) { DontDestroyOnLoad(this); DontDestroyOnLoad(Camera.main); } //判断待加载场景是否为空 if((Application.levelCount <= 1)||(levelToLoad == "")) { Debug.LogWarning("Invalid levelToLoad value."); } }
void Update() { switch (status) { case FadeStatus.FadeIn: alpha += fadeSpeed * Time.deltaTime; break; case FadeStatus.FadeWaiting: if ((!waitForInput && Time.time >= timeFadingInFinished + waitTime) || (waitForInput && Input.anyKey)) { alpha = 1.0f; status = FadeStatus.FadeOut; } break; case FadeStatus.FadeOut: alpha += -fadeSpeed * Time.deltaTime; break; case FadeStatus.Paused: break; } }
void OnGUI() { //图片Alpha控制 GUI.depth = guiDepth; if (splashLogo != null) { GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, Mathf.Clamp01(alpha)); GUI.DrawTexture(splashLogoPos, splashLogo); } if (alpha > 1.0f) { status = FadeStatus.FadeWaiting; timeFadingInFinished = Time.time; alpha = 1.0f; if (splashType == SplashType.LoadNextLevelThenFadeOut) { oldCamera.depth = -1000; loadingNextLevel = true; if ((Application.levelCount) >= 1 && (levelStringToLoad != "")) { Application.LoadLevel(levelStringToLoad); } } } if (alpha < 0.0f) { if (splashType == SplashType.FadeOutThenLoadNextLevel) { if ((Application.levelCount >= 1) || (levelStringToLoad != "")) { Application.LoadLevel(levelStringToLoad); } } else { Destroy(oldCamGameObject); Destroy(oldCamera); } } }
void OnGUI() { GUI.depth = guiDepth; if (splashLogo != null) { GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, Mathf.Clamp01(alpha)); GUI.DrawTexture(splashLogoPos, splashLogo); if (alpha > 1.0f) { status = FadeStatus.FadeWaiting; timeFadingInFinished = Time.time; alpha = 1.0f; if (splashType == SplashType.LoadNextLevelThenFadeOut) { oldCam.depth = -1000; loadingNextLevel = true; if ((Application.levelCount >= 1) && (levelToLoad != "")) { Application.LoadLevel(levelToLoad); } } } if (alpha < 0.0f) { if (splashType == SplashType.FadeOutThenLoadNextLevel) { if ((Application.levelCount >= 1) && (levelToLoad != "")) { Application.LoadLevel(levelToLoad); } } else { Destroy(oldCamGO); // somehow this doesn't work Destroy(this); } } } }
void OnGUI() { GUI.depth = guiDepth; if (splashLogo != null) { GUI.color = new Color(GUI.color.r, GUI.color.g, GUI.color.b, Mathf.Clamp01(alpha)); GUI.DrawTexture(splashLogoPos, splashLogo); } if (alpha > 1.0f) { status = FadeStatus.FadeWaiting; timeFadingInFinished = Time.time; alpha = 1.0f; if (splashType == SplashType.LoadNextLevelThenFadeOut) { loadingNextLevel = true; if ((Application.levelCount) >= 1) { //print(levelToLoadInt); //Application.LoadLevel(levelToLoadInt); Application.LoadLevel(levelToLoad); if (triggerAtLoading != null) triggerAtLoading(); } } } if (alpha < 0.0f) { if (splashType == SplashType.FadeOutThenLoadNextLevel) { if (Application.levelCount >= 1) { //Application.LoadLevel(levelToLoadInt); Application.LoadLevel(levelToLoad); } } else { } } }
void Update() { switch (status) { case FadeStatus.FadeIn: alpha += fadeSpeed * Time.deltaTime; break; case FadeStatus.FadeWaiting: if ((!waitForInput && Time.time >= timeFadingInFinished + waitTime) || (waitForInput && Input.anyKey)) { status = FadeStatus.FadeOut; } break; case FadeStatus.FadeOut: alpha += -fadeSpeed * Time.deltaTime * 2; if (alpha <= 0.0f) { if (trigger != null) { trigger(); } status = FadeStatus.Paused; } break; } }
/// <summary> /// Resets and update the fade data. /// The method will activate the fade calculation by default. /// </summary> /// <param name="newFadeStatus">The new fade status. The status decides what type of calculation will be applied to the object.</param> /// <param name="duration">Amount of time (in seconds) the fade should take.</param> private void SetFadeProperties(FadeStatus newFadeStatus, float duration) { m_elapsedTime = 0.0f; m_currentDuration = duration; m_currentFadeStatus = newFadeStatus; switch(m_currentFadeStatus) { case FadeStatus.FadeIn: case FadeStatus.FadeOut: ToggleOpaqueObject(false); break; } }
public void FadeOut() { Status = FadeStatus.FadeOut; alpha = 0.0f; }
void FadeOut() { if (FadeStatus.FADE_OUT != fade_status_) return; if (background_ == null) return; alpha_ += Time.deltaTime; if (alpha_ >= 1.0f) { fade_status_ = FadeStatus.FADE_IN; alpha_ = 1.0f; Destroy(scene_); var scene = scene_list_[type_]; scene_ = Instantiate(scene); scene_.name = scene_list_[type_].name; } background_.color = new Color(0, 0, 0, alpha_); }
/// <summary> /// This method gets called whenever the fade (in/out) calculation is finished, and reset the fade variables. /// </summary> /// <summary> /// This method gets called whenever the fade (in/out) calculation is finished, and reset the fade variables. /// </summary> private void FadeObjectFinished() { switch(m_currentFadeStatus) { case FadeStatus.FadeIn: ToggleOpaqueObject(true); break; default: ToggleOpaqueObject(false); break; } m_currentFadeStatus = FadeStatus.Waiting; }
void Start() { if (startAutomatically) { status = FadeStatus.FadeIn; } else { status = FadeStatus.Paused; } oldCam = Camera.main; oldCamGO = Camera.main.gameObject; if (logoPositioning == LogoPositioning.Centered) { splashLogoPos.x = (Screen.width * 0.5f) - (splashLogo.width * 0.5f); splashLogoPos.y = (Screen.height * 0.5f) - (splashLogo.height * 0.5f); splashLogoPos.width = splashLogo.width; splashLogoPos.height = splashLogo.height; } else { splashLogoPos.x = 0; splashLogoPos.y = 0; splashLogoPos.width = Screen.width; splashLogoPos.height = Screen.height; } if (splashType == SplashType.LoadNextLevelThenFadeOut) { DontDestroyOnLoad(this); DontDestroyOnLoad(Camera.main); } if ((Application.levelCount <= 1) || (levelToLoad == "")) { Debug.LogWarning("Invalid levelToLoad value."); } AudioManager.Instance.BGMPlay(AudioManager.Instance.songArray[0],Vector3.zero,1); }
//Begin to switch public void StartSplash(int i) { status = FadeStatus.FadeIn; //levelToLoadInt = level; SetValue(i); }
public void fadeIn(float newFadeShift) { currentFade = FADE_OPAQUE; fadeStatus = FadeStatus.fadeIn; fadeShift = newFadeShift; }
void Start() { levelStringToLoad = SceneNameHelper.getNextSceneName(); if (startAutomatically) { status = FadeStatus.FadeIn; } else { status = FadeStatus.Paused; } oldCamera = Camera.main; oldCamGameObject = Camera.main.gameObject; if (logoPositioning == LogoPositioning.Centered) { splashLogoPos.x = (Screen.width * 0.5f) - (splashLogo.width * 0.5f); splashLogoPos.y = (Screen.height * 0.5f) - (splashLogo.height * 0.5f); splashLogoPos.width = splashLogo.width; splashLogoPos.height = splashLogo.height; } else { splashLogoPos.x = 0; splashLogoPos.y = 0; splashLogoPos.width = Screen.width; splashLogoPos.height = Screen.height; } if (splashType == SplashType.LoadNextLevelThenFadeOut) { DontDestroyOnLoad(this); DontDestroyOnLoad(Camera.main); } if ((Application.levelCount <= 1) || (levelStringToLoad == "")) { Debug.LogWarning("Invalid levelToLoad value."); } }
public void StartSplash() { status = FadeStatus.FadeIn; }
public void Trasition(Type type) { type_ = type; fade_status_ = FadeStatus.FADE_OUT; FindBackgroundImage(); }
public void StartFade() { status = FadeStatus.FadeWaiting; }
void Start() { if (startAutomatically) { status = FadeStatus.FadeIn; } else { status = FadeStatus.Paused; } oldCam = Camera.main; oldCamGO = Camera.main.gameObject; if (logoPositioning == LogoPositioning.Centered) { float logoMarginWidth = splashLogo.width + 2.0f * logoMargin; float logoMarginHeight = splashLogo.height + 2.0f * logoMargin; if (logoMarginWidth / logoMarginHeight > Screen.width / Screen.height) { splashLogoPos.x = logoMargin; splashLogoPos.width = Screen.width - 2.0f * logoMargin; splashLogoPos.height = splashLogoPos.width * splashLogo.height / splashLogo.width; splashLogoPos.y = (Screen.height - splashLogoPos.height) / 2.0f; } else { splashLogoPos.y = logoMargin; splashLogoPos.height = Screen.height - 2.0f * logoMargin; splashLogoPos.width = splashLogoPos.height * splashLogo.width / splashLogo.height; splashLogoPos.x = (Screen.width - splashLogoPos.width) / 2.0f; } } else { splashLogoPos.x = 0; splashLogoPos.y = 0; splashLogoPos.width = Screen.width - 2.0f * logoMargin; splashLogoPos.height = Screen.height - 2.0f * logoMargin; } if (splashType == SplashType.LoadNextLevelThenFadeOut) { DontDestroyOnLoad(this); DontDestroyOnLoad(Camera.main); } if ((SceneManager.sceneCountInBuildSettings <= 1) || (sceneToLoad == "")) { Debug.LogWarning("Invalid sceneToLoad value."); } }
public void fadeOut(float newFadeShift) { currentFade = FADE_TRANSPARENT; fadeStatus = FadeStatus.fadeOut; fadeShift = newFadeShift; }
//public void FadeIn() //{ // Status = FadeStatus.FadeIn; // alpha = 1.0f; //} void Update() { switch (Status) { case FadeStatus.FadeOut: alpha += FadeSpeed * Time.deltaTime; if (alpha >= 1.0f) { Status = FadeStatus.Paused; Application.LoadLevel(NextSceneName); } break; case FadeStatus.FadeIn: alpha -= FadeSpeed * Time.deltaTime * 2; if (alpha <= 0.0f) { Status = FadeStatus.Paused; } break; } }