void UpdateFadeOutOrion() { float alpha = Mathf.Clamp01(currentTimer / orionFadeTime); overlay.GetComponent <Image>().color = new Vector4(1, 1, 1, alpha); if (alpha == 1.0f) { float loopLength = musicHandler.GetCurrentSequenceLength(); float currentLoopTime = musicHandler.GetCurrentSequenceTime(); float minimumLoops = currentLoopTime < musicHandler.GetLoopFadeTime() ? 1 : 2; float nrOfLoops = Mathf.Max(minimumLoops, Mathf.Ceil((currentLoopTime + minCreditsTime) / loopLength)); creditsTime = nrOfLoops * loopLength - currentLoopTime; credits.StartCredits(creditsTime); SetState(State.Credits); musicHandler.TriggerLoopSequence(musicTrigger); } }
void UpdateFadeToBlack() { float alpha = Mathf.Clamp01(currentTimer / fadeToBlack); overlay.GetComponent <Image>().color = new Vector4(0, 0, 0, alpha); if (!triggeredMusic && musicHandler.GetCurrentSequenceTime() > musicHandler.GetLoopFadeTime()) { triggeredMusic = true; musicHandler.TriggerLoopSequence(musicTrigger); } if (alpha == 1) { GameHandler.sceneLoader.LoadScene(nextScene); } }
void UpdateFadeToWhite() { float alpha = Mathf.Clamp01(currentTimer / fadeToWhiteTime); white.GetComponent <Image>().color = new Vector4(1, 1, 1, alpha); if (!musicTriggered) { float fadeTimeLeft = fadeToWhiteTime - currentTimer; if (fadeTimeLeft < musicHandler.GetCurrentSequenceLength() - musicHandler.GetLoopFadeTime()) { musicTriggered = true; musicHandler.TriggerLoopSequence(musicTrigger); } } if (alpha == 1) { GameHandler.sceneLoader.LoadScene(nextScene); } }