IEnumerator sea_Exit() { CursorHide(); ImageFade.Start(uiImage, 1f, 0f, 0f); return(SnoozeFadeOut(alarmWakeUpDelay)); }
IEnumerator alarm_Enter() { Camera.main.GetComponent <NoiseAndScratches>().enabled = false; alarm_buttonClicked = false; alarm_buttonGroup.alpha = 0f; alarm_buttonObject.gameObject.SetActive(false); yield return(new WaitForSeconds(1f)); SoundAlarm(); float textDelay = story.Vars["again"] ? 1.5f : 4.5f; yield return(new WaitForSeconds(textDelay)); uiImage.sprite = alarm_imgPhone; ImageFade.Start(uiImage, 0f, 1f, 4f); CursorSet(alarm_cursor, 4f); alarm_buttonAnimator.gameObject.SetActive(true); alarm_buttonObject.gameObject.SetActive(true); alarm_buttonAnimator.SetBool("alarm", true); ImageFade.Start(alarm_buttonGroup, this, 0f, 1f, 0.2f); }
public ConstantsAndUtils(Camera camera, Canvas canvas) { if (camera == null) { Debug.LogError("Set camera object in inspector"); return; } if (canvas == null) { Debug.LogError("Set canvas object in inspector for the UI and fade in/out"); return; } m_OrtographicCamera = camera; m_canvas = canvas; m_imgFade = m_canvas.GetComponent <ImageFade>(); if (m_imgFade == null) { Debug.LogError("Set ImageFade object in inspector for the UI and fade in/out"); return; } LeftScreenLimit = m_OrtographicCamera.ScreenToWorldPoint(new Vector2(0 + OFFSET_X, SPAWN_Y)); RightScreenLimit = m_OrtographicCamera.ScreenToWorldPoint(new Vector2(Screen.width - OFFSET_X, SPAWN_Y)); LeftScreenLimitX = LeftScreenLimit.x; RightScreenLimitX = RightScreenLimit.x; }
IEnumerator street_Enter() { uiTextPlayer.AutoDisplay = false; StartCoroutine(SnoozeFadeOut(snooze_fadeOut)); uiImage.sprite = street_image; ImageFade.Start(uiImage, 0f, 1f, 3f); CursorSet(street_cursor, 1f); street_lastStepTime = 0f; street_lastClickTime = 0f; street_lastClickSpeed = 0f; street_speed = street_minSpeed; street_FootstepsPaused = false; street_walkTime = 0f; street_currentOutput = 0; street_lineShown = false; street_arousalCounter = -1; street_arousalLevel = 0; street_sfxStreet.time = 0f; street_sfxStreet.Play(); const float fadeInTime = 2f; for (float t = 0; t <= fadeInTime; t += Time.deltaTime) { street_sfxStreet.volume = t / fadeInTime; yield return(null); } }
IEnumerator LoadEditor(Dictionary <string, Sprite[]> packedSprites) { // Fade yield return(fader.fadeOut(1.0f)); Skin skin = new Skin(); LoadSettingsConfig(skin); skin.SetSpriteSheet(packedSprites); foreach (var skinItem in resourcesDictionary) { if (imagesToPack.ContainsKey(skinItem.Key)) { continue; } skinItem.Value.AssignResource(); // Add all loaded custom assets into the skin manager. Probably move this whole loading function into there later? skin.AddSkinItem(skinItem.Key, skinItem.Value.filepath, skinItem.Value.GetObject()); } SkinManager.Instance.currentSkin = skin; // Load editor int buildIndex = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex; enabled = false; fader = null; UnityEngine.SceneManagement.SceneManager.LoadScene(buildIndex + 1); }
void her_Update() { if (her_done) { return; } float delta = (Input.mousePosition - her_lastMousePos).magnitude; float move = Mathf.Clamp(delta / Screen.height, 0f, 1f); Color color = uiImage.color; if (move < her_minScreenMove) { if (!ImageFade.IsInProgress(uiImage) && color.a > 0f) { ImageFade.Start(uiImage, 1f, 0f, move < her_minScreenMove ? her_minFadeoutTime : her_maxFadeoutTime); } } else if (!her_lineTriggered) { ImageFade.Stop(uiImage); color.a = Mathf.Clamp(color.a + move * her_alphaFactor, 0f, 1f); uiImage.color = color; } // Show another line if (!her_lineTriggered && color.a >= her_alphaLineTriggerUp) { TwineText line = null; while (line == null) { TwineOutput output = story.Output[her_outputIndex]; if (output is TwineText) { line = (TwineText)output; } else if (output is TwineLink && output.Name == "continue") { her_done = true; StartCoroutine(her_alarm(output as TwineLink)); break; } her_outputIndex++; } if (line != null) { uiTextPlayer.DisplayOutput(line); her_lineTriggered = true; } } else if (her_lineTriggered && color.a <= her_alphaLineTriggerDown) { her_lineTriggered = false; } her_lastMousePos = Input.mousePosition; }
private void RenderVideoNewFrameCompleted(BitmapImage Bitmap) { ImageFade.BeginAnimation(Image.SourceProperty, null); ImageFade.Source = Image.Source; (Resources["FadeImageAnimation"] as Storyboard).Begin(); Image.Source = Bitmap; }
private void Awake() { loadImage = GetComponentInChildren <Image>(); loadText = GetComponentInChildren <TextMeshProUGUI>(); fade = GetComponent <ImageFade>(); fade.HasText = false; loadImage.rectTransform.sizeDelta = new Vector2(Screen.currentResolution.width * 1.1f, Screen.currentResolution.height * 1.1f); loadText.text = "loadingText"; }
void sea_Enter() { sea_current = 0; uiImage.sprite = sea_image; ImageFade.Start(uiImage, 0f, 1f, 8f); StartCoroutine(SnoozeFadeOut(2f, noise: 0f, underwater: 1f)); CursorSet(sea_cursor, 8f); }
void alarm_Exit() { alarm_sfx.loop = false; ImageFade.Start(uiImage, 1f, 0f, 0f); alarm_buttonObject.gameObject.SetActive(true); alarm_buttonAnimator.SetBool("alarm", false); alarm_buttonAnimator.gameObject.SetActive(false); ImageFade.Start(alarm_buttonGroup, this, 1f, 0f, 0f); }
private void Awake() { if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } }
// ............. // Cursor void CursorSet(RectTransform prefab, float fadeIn = 0f) { Image img = null; CanvasGroup group = null; // Stop any cursor fades img = this.cursor.GetComponentInChildren <Image>(); group = this.cursor.GetComponentInChildren <CanvasGroup>(); if (group != null) { ImageFade.Stop(group, this); } else if (img != null) { ImageFade.Stop(img); } // Remove all cursor content for (int i = 0; i < this.cursor.childCount; i++) { GameObject.Destroy(this.cursor.GetChild(i).gameObject); } this.cursor.DetachChildren(); // Create a new cursor RectTransform child = Instantiate(prefab); child.SetParent(this.cursor); child.localPosition = prefab.localPosition; child.localScale = prefab.localScale; if (fadeIn > 0f) { group = child.GetComponent <CanvasGroup>(); img = child.GetComponent <Image>(); if (group != null) { group.alpha = 0f; } else if (img != null) { Color c = img.color; c.a = 0f; img.color = c; } } CursorShow(fadeIn); }
private void SceneManager_ActiveSceneChanged(Scene a, Scene b) { // Get the stats screen. GameObject stats = GameObject.Find("StatsScreen"); // Get the game over input component. GameOverInput goi = stats.GetComponent <GameOverInput>(); // Get the image fade and subscribe to it. imageFade = goi.imageFade; imageFade.AlphaHitMax += ImageFade_AlphaHitMax; // Set the stats text values appropriately. goi.textWaves.text = "You made it to wave " + waveController.GetCurrentWave() + "."; goi.textEnemiesKilled.text = "You defeated " + enemiesKilled + " attackers."; }
void Awake() { if(instance && instance.GetInstanceID() != GetInstanceID()) { DestroyImmediate(gameObject); } else { instance = this; DontDestroyOnLoad(gameObject); } if (GameObject.Find("Fade") != null) { imageFade = GameObject.Find("Fade").GetComponent<ImageFade>(); } }
[SerializeField] private State currentState; //serialized for debugging // Start is called before the first frame update void Start() { // Getting all the objects marked Toggleable GetActivatableObjs(); // Getting components from objects theGame = FindObjectOfType <AdventureGame>(); theBGImage1image = theBGImage1.GetComponent <Image>(); theBGImage2image = theBGImage2.GetComponent <Image>(); theBGImage2imageFade = theBGImage2.GetComponent <ImageFade>(); buttonHolderFade = buttonHolder.GetComponent <ImageFade>(); rainSource = rainAudio.GetComponent <AudioSource>(); musicSource = musicAudio.GetComponent <AudioSource>(); rainFilter = rainAudio.GetComponent <AudioLowPassFilter>(); musicFilter = musicAudio.GetComponent <AudioLowPassFilter>(); masterMixer.GetFloat("masterVolume", out masterVolume); // Transitioning to starting state NextState(startingState); }
void CursorShow(float fadeIn = 0f) { cursor.gameObject.SetActive(true); // Fade in if necessary if (fadeIn > 0f) { CanvasGroup group = this.cursor.GetComponentInChildren <CanvasGroup>(); Image img = this.cursor.GetComponentInChildren <Image>(); if (group != null) { ImageFade.Start(group, this, 0f, 1f, fadeIn); } else if (img != null) { ImageFade.Start(img, 0f, 1f, fadeIn); } } }
void Awake() { //Get the supported resolutions Resolution[] resolutions = Screen.resolutions; //Calculate the max resolution and set it int maxResolution = resolutions.Length-1; Screen.SetResolution(resolutions[maxResolution].width, resolutions[maxResolution].height, true); //Set up the waits endWait = new WaitForSeconds(endDelay); fastWait = new WaitForSeconds(fastDelay); //Disable the tribal moveTribal.SetActive(false); fader.SetActive(false); //Initialize components imageFade = fader.GetComponent<ImageFade>(); }
void alarm_Exit() { alarm_sfx.loop = false; const float alarmStopTime = 0.1f; ImageFade.Start(uiImage, 1f, 0f, alarmStopTime); ImageFade.Start(alarm_buttonGroup, this, 1f, 0f, alarmStopTime); CursorHide(alarmStopTime); CursorHoverClear( new StoryLink[] { story.GetCurrentLinks().Where(link => link.PassageName == "getUp").First() }, new GameObject[] { alarm_buttonObject.gameObject } ); //yield return new WaitForSeconds(alarmStopTime); alarm_buttonObject.gameObject.SetActive(false); alarm_buttonAnimator.SetBool("alarm", false); alarm_buttonAnimator.gameObject.SetActive(false); }
// Start is called before the first frame update void Start() { first_stop = false; elevatorButtonPressed = false; anim = GetComponent <Animator>(); cam = Camera.main; encounter_meteors = false; allbloodcellscured = false; ImageFade image = GameObject.FindGameObjectWithTag("UI").GetComponent <ImageFade>(); postCrossFade = false; //Coroutine Approach /* * StartCoroutine(OnWaitAnimation("CINEMA_4D_Main")); * anim.SetBool("Start", true); */ }
void CursorHide(float fadeOut = 0f) { // Fade out if necessary if (fadeOut > 0f) { CanvasGroup group = this.cursor.GetComponentInChildren <CanvasGroup>(); Image img = this.cursor.GetComponentInChildren <Image>(); if (group = null) { ImageFade.Start(group, this, 1f, 0f, fadeOut, () => this.cursor.gameObject.SetActive(false)); return; } else if (img != null) { ImageFade.Start(img, 1f, 0f, fadeOut, () => this.cursor.gameObject.SetActive(false)); return; } } this.cursor.gameObject.SetActive(false); }
IEnumerator alarm_Enter() { alarm_buttonClicked = false; alarm_buttonGroup.alpha = 0f; alarm_buttonObject.gameObject.SetActive(false); yield return(new WaitForSeconds(1f)); SoundAlarm(); float textDelay = story["again"] ? 1.5f : 4.5f; yield return(new WaitForSeconds(textDelay)); uiImage.sprite = alarm_imgPhone; ImageFade.Start(uiImage, 0f, 1f, 4f); alarm_buttonAnimator.gameObject.SetActive(true); alarm_buttonObject.gameObject.SetActive(true); alarm_buttonAnimator.SetBool("alarm", true); ImageFade.Start(alarm_buttonGroup, this, 0f, 1f, 0.2f); }
IEnumerator street3_Exit() { CursorHide(); StopCoroutine(street_arousalCoroutine); AudioLowPassFilter[] lowPass = new AudioLowPassFilter[] { street_sfxFootstep1.GetComponent <AudioLowPassFilter>(), street_sfxFootstep2.GetComponent <AudioLowPassFilter>(), street_sfxStreet.GetComponent <AudioLowPassFilter>() }; for (int i = 0; i < lowPass.Length; i++) { lowPass[i].enabled = false; } _bloom.intensity = _bloomBaseValue; uiImage.color = Color.white; ImageFade.Start(uiImage, 1f, 0f, 0.1f); uiTextPlayer.AutoDisplay = true; return(SnoozeFadeOut(alarmWakeUpDelay)); }
//OnTriggerEnter2D is sent when another object enters a trigger collider attached to this object (2D physics only). private void OnTriggerEnter2D(Collider2D other) { //Check if the tag of the trigger collided with is Exit. if (other.tag == "Exit") { TrackerManager.ClearedLevel(GameManager.instance.level, "Food ", food, "Time", GameManager.instance.time); ImageFade.FadeOut(restartLevelDelay); // Invoke the Restart function to start the next level with a delay of restartLevelDelay (default 1 second). Invoke("Restart", restartLevelDelay); //Disable the player object since level is over. enabled = false; } //Check if the tag of the trigger collided with is Food. else if (other.tag == "Food") { Analytics.CustomEvent("Food Picked Up"); //Add pointsPerFood to the players current food total. food += pointsPerFood; ValueSetter.maximum += pointsPerFood; //Update foodText to represent current total and notify player that they gained points foodText.text = " Food: " + food; //Call the RandomizeSfx function of SoundManager and pass in two eating sounds to choose between to play the eating sound effect. SoundManager.instance.RandomizeSfx(eatSound1, eatSound2); //Disable the food object the player collided with. other.gameObject.SetActive(false); } //Check if the tag of the trigger collided with is Soda. else if (other.tag == "Soda") { Analytics.CustomEvent("Food Picked Up"); Analytics.CustomEvent("Soda Picked Up"); //Add pointsPerSoda to players food points total food += pointsPerSoda; ValueSetter.maximum += pointsPerSoda; //Update foodText to represent current total and notify player that they gained points foodText.text = " Food: " + food; //Call the RandomizeSfx function of SoundManager and pass in two drinking sounds to choose between to play the drinking sound effect. SoundManager.instance.RandomizeSfx(drinkSound1, drinkSound2); //Disable the soda object the player collided with. other.gameObject.SetActive(false); } // Check if the player is colliding with an ore else if (other.tag == "Ores") { switch (other.name) { // add a diamond ore, and disable the gameobject case "Diamond(Clone)": TrackerManager.ItemPickUp(other.name); GameManager.instance.diamondPoints++; diamondCount++; inventoryText[0].text = "x" + "\n" + "\n" + diamondCount; other.gameObject.SetActive(false); break; // add a gold ore, and disable the gameobject case "Gold(Clone)": TrackerManager.ItemPickUp(other.name); GameManager.instance.goldPoints++; goldCount++; inventoryText[2].text = "x" + "\n" + "\n" + goldCount; other.gameObject.SetActive(false); break; // add a iron ore, and disable the gameobject case "Iron(Clone)": TrackerManager.ItemPickUp(other.name); GameManager.instance.ironPoints++; ironCount++; inventoryText[1].text = "x" + "\n" + "\n" + ironCount; other.gameObject.SetActive(false); break; default: break; } } }
protected static void CreateImageFade() { GameObject go = CreateGameObject("ImageFade", true); ImageFade image = go.AddComponent <ImageFade>(); }
void her_Exit() { CursorHide(0.1f); ImageFade.Start(uiImage, 1f, 0f, 0.1f); uiTextPlayer.AutoDisplay = true; }
void her_Update() { if (her_done) { return; } float delta = (Input.mousePosition - her_lastMousePos).magnitude; float move = Mathf.Clamp(delta / Screen.height, 0f, 1f); Color color = uiImage.color; if (move < her_minScreenMove) { if (!ImageFade.IsInProgress(uiImage) && color.a > 0f) { ImageFade.Start(uiImage, 1f, 0f, move < her_minScreenMove ? her_minFadeoutTime : her_maxFadeoutTime); } } else if (!her_lineTriggered) { ImageFade.Stop(uiImage); color.a = Mathf.Clamp(color.a + move * her_alphaFactor, 0f, 1f); uiImage.color = color; if (!her_sfxMatchStrike.isPlaying) { her_sfxMatchStrike.clip = her_sfxMatchStrikeSounds[Random.Range(0, her_sfxMatchStrikeSounds.Length)]; her_sfxMatchStrike.Play(); } } // Show another line if (!her_lineTriggered && color.a >= her_alphaLineTriggerUp) { StoryOutput output = null; while (her_outputIndex < story.Output.Count && !(output is LineBreak)) { output = story.Output[her_outputIndex]; if (output is StoryText) { var line = (StoryText)output; uiTextPlayer.DisplayOutput(line); } else if (output is StoryLink && output.Name == "continue") { her_done = true; StartCoroutine(her_alarm(output as StoryLink)); break; } her_outputIndex++; } // Show the closing line break, if any if (output != null) { uiTextPlayer.DisplayOutput(output); } // Play the match light sound if (!her_done) { her_sfxMatchLight.Play(); her_cursorFlame.SetTrigger("light"); } her_lineTriggered = true; } else if (her_lineTriggered && color.a <= her_alphaLineTriggerDown) { her_lineTriggered = false; } her_lastMousePos = Input.mousePosition; }
IEnumerator snooze_Enter() { // Fade out alarm const float fadeOutTime = 0.1f; for (float fade = 0; fade <= fadeOutTime; fade += Time.deltaTime) { alarm_sfx.volume = Mathf.Lerp(alarm_sfxVolume, 0f, fade / fadeOutTime); yield return(null); } alarm_sfx.Stop(); yield return(new WaitForSeconds(2f)); CursorSet(snooze_cursor, snooze_fadeIn); snooze_sfxNoise.volume = 0f; snooze_sfxUnderwater.volume = 0f; snooze_sfxNoise.Play(); snooze_sfxUnderwater.Play(); snooze_imgAnxietyEye.gameObject.SetActive(true); snooze_imgAnxietyHalo.gameObject.SetActive(true); snooze_imgDreamEye.gameObject.SetActive(true); snooze_imgDreamHalo.gameObject.SetActive(true); Color colorAnxiety = new Color(1f, 1f, 1f, 0f); Color colorDream = new Color(1f, 1f, 1f, 0f); snooze_imgAnxietyEye.color = colorAnxiety; snooze_imgAnxietyHalo.color = colorAnxiety; snooze_imgDreamEye.color = colorDream; snooze_imgDreamHalo.color = colorDream; var cameraNoise = Camera.main.GetComponent <NoiseAndScratches>(); cameraNoise.grainIntensityMin = 0f; cameraNoise.grainIntensityMax = 0f; cameraNoise.enabled = true; Animator cursorAnimator = cursor.GetComponentInChildren <Animator>(); float t = 0; while (true) { yield return(null); t += Time.deltaTime; Vector2 mousePos = Input.mousePosition; float fadeIn = Mathf.Clamp(t / snooze_fadeIn, 0f, 1f); float anxiety = snooze_yCurve.Evaluate(mousePos.y / Screen.height); float dreaming = 1f - anxiety; float boost = snooze_xCurve.Evaluate(mousePos.x / Screen.width); snooze_sfxNoise.volume = anxiety * boost * fadeIn; snooze_sfxUnderwater.volume = dreaming * boost * fadeIn; cameraNoise.grainIntensityMin = snooze_noiseIntensity * fadeIn; cameraNoise.grainIntensityMax = snooze_noiseIntensity * fadeIn; cursorAnimator.SetInteger("snooze", boost <snooze_herTrigger ? 0 : anxiety> dreaming ? 1 : -1 ); colorAnxiety.a = anxiety * boost * fadeIn; colorDream.a = dreaming * boost * fadeIn; snooze_imgAnxietyEye.color = colorAnxiety; snooze_imgAnxietyHalo.color = colorAnxiety; snooze_imgDreamEye.color = colorDream; snooze_imgDreamHalo.color = colorDream; if (story.State == StoryState.Idle && fadeIn > 0.5f && Clicked) { yield return(null); const float imgFadeOutTime = 0.3f; ImageFade.Start(snooze_imgDreamEye, 1f, 0f, imgFadeOutTime); ImageFade.Start(snooze_imgDreamHalo, 1f, 0f, imgFadeOutTime); ImageFade.Start(snooze_imgAnxietyEye, 1f, 0f, imgFadeOutTime); ImageFade.Start(snooze_imgAnxietyHalo, 1f, 0f, imgFadeOutTime); CursorHide(snooze_fadeOut); if (boost < snooze_herTrigger) { story.DoLink("her"); StartCoroutine(SnoozeFadeOut(snooze_fadeOut)); } else if (anxiety > dreaming) { if (mousePos.x < Screen.width / 2) { story.DoLink("relationship"); } else { story.DoLink("work"); } } else { if (mousePos.x < Screen.width / 2) { story.DoLink("street"); } else { story.DoLink("sea"); } } yield break; } } }
IEnumerator snooze_Enter() { // Fade out alarm const float fadeOutTime = 0.1f; for (float fade = 0; fade <= fadeOutTime; fade += Time.deltaTime) { alarm_sfx.volume = Mathf.Lerp(alarm_sfxVolume, 0f, fade / fadeOutTime); yield return(null); } alarm_sfx.Stop(); yield return(new WaitForSeconds(2f)); snooze_sfxNoise.volume = 0f; snooze_sfxUnderwater.volume = 0f; snooze_sfxNoise.Play(); snooze_sfxUnderwater.Play(); snooze_imgAnxietyEye.gameObject.SetActive(true); snooze_imgAnxietyHalo.gameObject.SetActive(true); snooze_imgDreamEye.gameObject.SetActive(true); snooze_imgDreamHalo.gameObject.SetActive(true); Color colorAnxiety = new Color(1f, 1f, 1f, 0f); Color colorDream = new Color(1f, 1f, 1f, 0f); snooze_imgAnxietyEye.color = colorAnxiety; snooze_imgAnxietyHalo.color = colorAnxiety; snooze_imgDreamEye.color = colorDream; snooze_imgDreamHalo.color = colorDream; float t = 0; while (true) { yield return(null); t += Time.deltaTime; float fadeIn = Mathf.Clamp(t / snooze_fadeIn, 0f, 1f); float anxiety = snooze_yCurve.Evaluate(Input.mousePosition.y / Screen.height); float dreaming = 1f - anxiety; float boost = snooze_xCurve.Evaluate(Input.mousePosition.x / Screen.width); snooze_sfxNoise.volume = anxiety * boost * fadeIn; snooze_sfxUnderwater.volume = dreaming * boost * fadeIn; colorAnxiety.a = anxiety * boost * fadeIn; colorDream.a = dreaming * boost * fadeIn; snooze_imgAnxietyEye.color = colorAnxiety; snooze_imgAnxietyHalo.color = colorAnxiety; snooze_imgDreamEye.color = colorDream; snooze_imgDreamHalo.color = colorDream; if (story.State == TwineStoryState.Idle && fadeIn == 1f && uiTextPlayer.WasClicked()) { yield return(null); const float imgFadeOutTime = 0.3f; ImageFade.Start(snooze_imgDreamEye, 1f, 0f, imgFadeOutTime); ImageFade.Start(snooze_imgDreamHalo, 1f, 0f, imgFadeOutTime); ImageFade.Start(snooze_imgAnxietyEye, 1f, 0f, imgFadeOutTime); ImageFade.Start(snooze_imgAnxietyHalo, 1f, 0f, imgFadeOutTime); const float herTrigger = 0.3f; if (boost < herTrigger) { story.Advance("her"); StartCoroutine(SnoozeFadeOut(snooze_fadeOut)); } else if (anxiety > dreaming) { story.Advance("anxiety"); } else { story.Advance("dream"); } yield break; } } }
void sea_Enter() { uiImage.sprite = sea_image; ImageFade.Start(uiImage, 0f, 1f, 8f); StartCoroutine(SnoozeFadeOut(2f, noise: 0f, underwater: 1f)); }
void sea_Exit() { ImageFade.Start(uiImage, 1f, 0f, 0f); }
IEnumerator LoadEditor() { // Fade yield return(fader.fadeOut(1.0f)); // Assign to the custom database customSkin.break0 = GetAudioClipFromLoadedResources("break-0", resourcesDictionary); int bgCount = 0; Texture2D tex = null; List <Texture2D> textures = new List <Texture2D>(); while (true) { tex = GetTextureFromLoadedResources("background-" + bgCount++, resourcesDictionary); if (!tex) { break; } textures.Add(tex); } customSkin.backgrounds = textures.ToArray(); customSkin.clap = GetAudioClipFromLoadedResources("clap", resourcesDictionary); customSkin.fretboard = GetTextureFromLoadedResources("fretboard-0", resourcesDictionary); customSkin.metronome = GetAudioClipFromLoadedResources("metronome", resourcesDictionary); // STANDARD NOTES for (int i = 0; i < customSkin.reg_strum.Length; ++i) { customSkin.reg_strum[i] = GetTextureFromLoadedResources(i + "_reg_strum", resourcesDictionary); } for (int i = 0; i < customSkin.reg_hopo.Length; ++i) { customSkin.reg_hopo[i] = GetTextureFromLoadedResources(i + "_reg_hopo", resourcesDictionary); } for (int i = 0; i < customSkin.reg_tap.Length; ++i) { customSkin.reg_tap[i] = GetTextureFromLoadedResources(i + "_reg_tap", resourcesDictionary); } for (int i = 0; i < customSkin.sp_strum.Length; ++i) { customSkin.sp_strum[i] = GetTextureFromLoadedResources(i + "_sp_strum", resourcesDictionary); } for (int i = 0; i < customSkin.sp_hopo.Length; ++i) { customSkin.sp_hopo[i] = GetTextureFromLoadedResources(i + "_sp_hopo", resourcesDictionary); } for (int i = 0; i < customSkin.sp_tap.Length; ++i) { customSkin.sp_tap[i] = GetTextureFromLoadedResources(i + "_sp_tap", resourcesDictionary); } // STANDARD FRETS for (int i = 0; i < customSkin.fret_base.Length; ++i) { customSkin.fret_base[i] = GetTextureFromLoadedResources(i + "_fret_base", resourcesDictionary); } for (int i = 0; i < customSkin.fret_cover.Length; ++i) { customSkin.fret_cover[i] = GetTextureFromLoadedResources(i + "_fret_cover", resourcesDictionary); } for (int i = 0; i < customSkin.fret_press.Length; ++i) { customSkin.fret_press[i] = GetTextureFromLoadedResources(i + "_fret_press", resourcesDictionary); } for (int i = 0; i < customSkin.fret_release.Length; ++i) { customSkin.fret_release[i] = GetTextureFromLoadedResources(i + "_fret_release", resourcesDictionary); } for (int i = 0; i < customSkin.fret_anim.Length; ++i) { customSkin.fret_anim[i] = GetTextureFromLoadedResources(i + "_fret_anim", resourcesDictionary); } // DRUMS for (int i = 0; i < customSkin.fret_base.Length; ++i) { customSkin.drum_fret_base[i] = GetTextureFromLoadedResources(i + "_drum_fret_base", resourcesDictionary); } for (int i = 0; i < customSkin.fret_cover.Length; ++i) { customSkin.drum_fret_cover[i] = GetTextureFromLoadedResources(i + "_drum_fret_cover", resourcesDictionary); } for (int i = 0; i < customSkin.fret_press.Length; ++i) { customSkin.drum_fret_press[i] = GetTextureFromLoadedResources(i + "_drum_fret_press", resourcesDictionary); } for (int i = 0; i < customSkin.fret_release.Length; ++i) { customSkin.drum_fret_release[i] = GetTextureFromLoadedResources(i + "_drum_fret_release", resourcesDictionary); } for (int i = 0; i < customSkin.fret_anim.Length; ++i) { customSkin.drum_fret_anim[i] = GetTextureFromLoadedResources(i + "_drum_fret_anim", resourcesDictionary); } // GHL LOADING for (int i = 0; i < customSkin.reg_strum_ghl.Length; ++i) { customSkin.reg_strum_ghl[i] = GetTextureFromLoadedResources(i + "_reg_strum_ghl", resourcesDictionary); } for (int i = 0; i < customSkin.reg_hopo_ghl.Length; ++i) { customSkin.reg_hopo_ghl[i] = GetTextureFromLoadedResources(i + "_reg_hopo_ghl", resourcesDictionary); } for (int i = 0; i < customSkin.reg_tap_ghl.Length; ++i) { customSkin.reg_tap_ghl[i] = GetTextureFromLoadedResources(i + "_reg_tap_ghl", resourcesDictionary); } for (int i = 0; i < customSkin.sp_strum_ghl.Length; ++i) { customSkin.sp_strum_ghl[i] = GetTextureFromLoadedResources(i + "_sp_strum_ghl", resourcesDictionary); } for (int i = 0; i < customSkin.sp_hopo_ghl.Length; ++i) { customSkin.sp_hopo_ghl[i] = GetTextureFromLoadedResources(i + "_sp_hopo_ghl", resourcesDictionary); } for (int i = 0; i < customSkin.sp_tap_ghl.Length; ++i) { customSkin.sp_tap_ghl[i] = GetTextureFromLoadedResources(i + "_sp_tap_ghl", resourcesDictionary); } for (int i = 0; i < customSkin.fret_base_ghl.Length; ++i) { customSkin.fret_base_ghl[i] = GetTextureFromLoadedResources(i + "_fret_base_ghl", resourcesDictionary); } for (int i = 0; i < customSkin.fret_press_ghl.Length; ++i) { customSkin.fret_press_ghl[i] = GetTextureFromLoadedResources(i + "_fret_press_ghl", resourcesDictionary); } customSkin.fret_stem = GetTextureFromLoadedResources("fret_stem", resourcesDictionary); customSkin.hit_flames = GetTextureFromLoadedResources("hit_flames", resourcesDictionary); // Load editor int buildIndex = UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex; enabled = false; fader = null; UnityEngine.SceneManagement.SceneManager.LoadScene(buildIndex + 1); }
void street3_Exit() { ImageFade.Start(uiImage, 1f, 0f, 0.1f); uiTextPlayer.AutoDisplay = true; }