コード例 #1
0
    private IEnumerator StartGame()
    {
        ObjectPooler.instance.DisableAllTagged("WaveBar");
        yield return(mainMenu.FadeOut());

        SceneManager.LoadScene("Main");
    }
コード例 #2
0
 public IEnumerator ExitFade()
 {
     sineWaveOverlay.SetActive(true);
     waveObj.SetActive(false);
     ObjectPooler.instance.DisableAllTagged("WaveBar");
     yield return(mainCanvas.FadeOut());
 }
コード例 #3
0
ファイル: MainUI.cs プロジェクト: Zilby/PRadio
    private IEnumerator ActualWinGame()
    {
        win.useUnscaledDeltaTimeForUI = true;
        yield return(win.FadeIn());

        yield return(new WaitForSecondsRealtime(4.0f));

        yield return(win.FadeOut());
        //SceneManager.LoadScene("Menu");
    }
コード例 #4
0
ファイル: DiceRollPanel.cs プロジェクト: Zilby/ShadowRun
    private IEnumerator WaitForResultOpposed()
    {
        diceRoller.SetUpDice(CalculateMyDice(TestData));
        yield return(WaitForResult(PlayerResult, 0));

        yield return(betweenRollsCurtain.FadeIn());

        diceRoller.ResetRoller();

        var numDice = Math.Max(0, (TestData.OpponentSkillValue + TestData.OpponentPairedAttributeValue) - (TestData.OpponentTotalDamage / 3));

        diceRoller.SetUpDice(numDice);
        yield return(betweenRollsCurtain.FadeOut());

        RollDice();
        yield return(WaitForResult(OpponentResult, PlayerResult.FivesAndSixes));

        var success = PlayerResult.FivesAndSixes > OpponentResult.FivesAndSixes;

        PlayerResult.Success   = success;
        OpponentResult.Success = !success;
        Success = PlayerResult.Success;

        Draw = PlayerResult.FivesAndSixes == OpponentResult.FivesAndSixes;

        Finished = true;
        var name    = CharacterModel.Instance.Characters.MyCharacter.Name;
        var message = Draw ? $"Draw against {OpponentName}." :
                      Success ?
                      $"Succeeded against {OpponentName}." :
                      $"Failed against {OpponentName}.";

        if (PlayerResult.Glitch)
        {
            message += "\nPlayer glitch.";
        }
        if (OpponentResult.Glitch)
        {
            message += "\nEnemy glitch.";
        }

        FeedModel.Instance.AddMessage(name, message, send: true);
    }
コード例 #5
0
ファイル: UIManager.cs プロジェクト: Zilby/InequalityINC
    private IEnumerator FadeDayOut()
    {
        yield return(new WaitForSecondsRealtime(1.0f));

        yield return(dayTransition.FadeOut(dur: 0.7f));
    }
コード例 #6
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    private IEnumerator SwapScreens(FadeableUI fout, FadeableUI fin)
    {
        yield return(fout.FadeOut());

        yield return(fin.FadeIn());
    }
コード例 #7
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    public void OnGameStart()
    {
        menuUI.FadeOut(false);

        gameOverUI.FadeOut(false);
    }
コード例 #8
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    private void Start()
    {
        menuUI.FadeIn(true);

        gameOverUI.FadeOut(true);
    }