private IEnumerator fadeIn() { levelFader.SetActive(true); yield return(FadingUtils.fadeImage(levelFader.GetComponent <Image>(), 1f, 1f, 0f)); levelFader.SetActive(false); }
public IEnumerator fadeToLoadScene(scene scene) { levelFader.SetActive(true); yield return(FadingUtils.fadeImage(levelFader.GetComponent <Image>(), 1f, 0f, 1f)); string sceneName = getLevelName(scene); UnityEngine.SceneManagement.SceneManager.LoadScene(sceneName); }
// Called when the enemy is killed public IEnumerator endRegularFight() { fadeOutStats(); enemyKilledText.gameObject.SetActive(true); StartCoroutine(FadingUtils.fadeTextMesh(enemyKilledText, 1, 0, 1)); yield return(new WaitForSeconds(2)); GameState.loadScene(GameState.scene.WALKING_LEVEL); }
IEnumerator fadeRestScreen() { fadePopUp.SetActive(true); yield return(FadingUtils.fadeImage(fadePopUp.GetComponent <Image>(), 0.5f, 0, 1)); yield return(new WaitForSeconds(1)); yield return(FadingUtils.fadeImage(fadePopUp.GetComponent <Image>(), 0.5f, 1, 0)); fadePopUp.SetActive(false); }
IEnumerator fade() { yield return(null); float yVelocity = rigid.velocity.y; while (yVelocity > 0) { yield return(null); yVelocity = rigid.velocity.y; } yield return(FadingUtils.fadeTextMesh(GetComponent <TextMesh>(), 1, 1, 0)); Destroy(this.gameObject); }
// Called when a boss is killed public IEnumerator questFightEnd() { fadeOutStats(); StartCoroutine(FadingUtils.fadeSpriteRenderer(treasureBackground, 1, 0, 1)); yield return(new WaitForSeconds(1.2f)); System.Action whenDone = () => { EnemyWatchdog.isBoss = false; Questing.endQuest(true); }; treasureChest.SetActive(true); StartCoroutine(treasureChest.GetComponent <TreasureChest>().itemDrop(StoryOverlord.reward, whenDone)); }
// Use this for initialization IEnumerator Start() { if (lastLevel == -1) { lastLevel = Player.level.Value; } if (Player.level.Value == lastLevel) { yield break; } levelUpSprite.SetActive(true); yield return(FadingUtils.fadeSpriteRenderer(levelUpSprite.GetComponent <SpriteRenderer>(), 2, 0, 1)); yield return(FadingUtils.fadeSpriteRenderer(levelUpSprite.GetComponent <SpriteRenderer>(), 2, 1, 0)); levelUpSprite.SetActive(false); }
public void fadeOutStats() { foreach (SpriteRenderer sp in critBarObject.GetComponentsInChildren <SpriteRenderer>()) { StartCoroutine(FadingUtils.fadeSpriteRenderer(sp, 1, 1, 0)); } foreach (TextMesh tm in critBarObject.GetComponentsInChildren <TextMesh>()) { StartCoroutine(FadingUtils.fadeTextMesh(tm, 1, 1, 0)); } foreach (SpriteRenderer sp in healthBarObject.GetComponentsInChildren <SpriteRenderer>()) { StartCoroutine(FadingUtils.fadeSpriteRenderer(sp, 1, 1, 0)); } foreach (TextMesh tm in healthBarObject.GetComponentsInChildren <TextMesh>()) { StartCoroutine(FadingUtils.fadeTextMesh(tm, 1, 1, 0)); } }