public void MenuButtonClicked() { sceneToGo = "Menu"; // Pause button now works if escape is pressed since we are no longer in Main menu. inMainMenu = true; // If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic, using length of fadeColorAnimationClip as time. // To change fade time, change length of animation "FadeToColor" if (changeMusicOnStart) { playMusic.FadeDown(fadeColorAnimationClip.length); Invoke("PlayMenuMusic", fadeAlphaAnimationClip.length); } // If changeScenes is true, start fading and change scenes halfway through animation when screen is blocked by FadeImage if (changeScenes) { // Use invoke to delay calling of LoadDelayed by half the length of fadeColorAnimationClip Invoke("LoadDelayedToMenu", fadeColorAnimationClip.length * .5f); // Set the trigger of Animator animColorFade to start transition to the FadeToOpaque state. animColorFade.SetTrigger("fadeIn"); } // If changeScenes is false, call StartGameInScene else { // Call the StartGameInScene function to start game without loading a new scene. StartGameInScene(); } }
public void StartButtonClicked() { Cursor.visible = false; AkSoundEngine.PostEvent("ui_validate", gameObject); //If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic //To change fade time, change length of animation "FadeToColor" if (menuSettingsData.musicLoopToChangeTo != null) { playMusic.FadeDown(menuSettingsData.menuFadeTime); } //If changeScenes is true, start fading and change scenes halfway through animation when screen is blocked by FadeImage if (menuSettingsData.nextSceneIndex != 0) { StartCameraFade(); // Start fade in other game instance if (isServer) { RpcStartCameraFade(); NetworkedSceneChange(); } } //If changeScenes is false, call StartGameInScene else { //Call the StartGameInScene function to start game without loading a new scene. StartGameInScene(); } }
public void WarehouseButtonClicked() { sceneToStart = 1; //If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic, using length of fadeColorAnimationClip as time. //To change fade time, change length of animation "FadeToColor" if (changeMusicOnStart) { playMusic.FadeDown(fadeColorAnimationClip.length); } //If changeScenes is true, start fading and change scenes halfway through animation when screen is blocked by FadeImage if (changeScenes) { //Use invoke to delay calling of LoadDelayed by half the length of fadeColorAnimationClip Invoke("LoadDelayed", fadeColorAnimationClip.length * .5f); //Set the trigger of Animator animColorFade to start transition to the FadeToOpaque state. animColorFade.SetTrigger("fade"); pauseScript.start(); SceneManager.LoadScene(1, LoadSceneMode.Additive); // Application.LoadLevelAdditiveAsync ("Warehouse sample scene"); } //If changeScenes is false, call StartGameInScene // else // { //Call the StartGameInScene function to start game without loading a new scene. // StartGameInScene(); // } }
public void StartButtonClicked() { if (!inMainMenu) { return; } inMainMenu = false; //If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic //To change fade time, change length of animation "FadeToColor" if (menuSettingsData.musicLoopToChangeTo != null) { playMusic.FadeDown(menuSettingsData.menuFadeTime); } //If changeScenes is true, start fading and change scenes halfway through animation when screen is blocked by FadeImage if (menuSettingsData.nextSceneIndex != 0) { //Use invoke to delay calling of LoadDelayed by half the length of fadeColorAnimationClip Invoke("LoadDelayed", menuSettingsData.menuFadeTime); StartCoroutine(FadeCanvasGroupAlpha(0f, 1f, fadeOutImageCanvasGroup)); } //If changeScenes is false, call StartGameInScene else { //Call the StartGameInScene function to start game without loading a new scene. StartGameInScene(); } }
public void StartButtonClicked() { //If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic, using length of fadeColorAnimationClip as time. //To change fade time, change length of animation "FadeToColor" if (changeMusicOnStart) { playMusic.FadeDown(fadeColorAnimationClip.length); } //If changeScenes is true, start fading and change scenes halfway through animation when screen is blocked by FadeImage if (changeScenes) { //Use invoke to delay calling of LoadDelayed by half the length of fadeColorAnimationClip Invoke("LoadDelayed", fadeColorAnimationClip.length * .5f); //Set the trigger of Animator animColorFade to start transition to the FadeToOpaque state. animColorFade.SetTrigger("fade"); } //If changeScenes is false, call StartGameInScene else { //Call the StartGameInScene function to start game without loading a new scene. StartGameInScene(); } }
private void Update() { //如果当前场景不是菜单,音乐关掉 if (SceneManager.GetActiveScene().buildIndex != 0) { playMusic.FadeDown(menuSettingsData.menuFadeTime); } }
public void ExecuteStartGame() { // Column start = World.Columns[new World3(0,0,0).GetHashCode()]; // SampleSet results = InterpolatedNoise.Results[start.region]; //Game.Player.transform.position = new Vector3(start.region.min.x, results.spawnMap.height[0,0] + 1f, start.region.min.z); loader.spawning = true; Config.CoroutineTiming = defaultCoroutineTiming; if (changeMusicOnStart) { playMusic.FadeDown(fadeColorAnimationClip.length); Invoke("PlayNewMusic", fadeAlphaAnimationClip.length); } if (changeScenes) { Invoke("LoadDelayed", fadeColorAnimationClip.length * .5f); animColorFade.SetTrigger("fade"); } else { StartGameInScene(); } }
public void StartButtonClicked() { //If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic //To change fade time, change length of animation "FadeToColor" if (menuSettingsData.musicLoopToChangeTo != null) { playMusic.FadeDown(menuSettingsData.menuFadeTime); } Debug.Log("Foobar"); SceneManager.LoadScene(firstLevelScene); //If changeScenes is true, start fading and change scenes halfway through animation when screen is blocked by FadeImage /*if (menuSettingsData.nextSceneIndex != 0) * { * //Use invoke to delay calling of LoadDelayed by half the length of fadeColorAnimationClip * Invoke ("LoadDelayed", menuSettingsData.menuFadeTime); * * StartCoroutine(FadeCanvasGroupAlpha(0f, 1f, fadeOutImageCanvasGroup)); * SceneManager.LoadScene(firstLevelScene); * * * } * * //If changeScenes is false, call StartGameInScene * else * { * //Call the StartGameInScene function to start game without loading a new scene. * StartGameInScene(); * }*/ }
private void FadeOutMusicOnStartIfAppropriate() { if (ChangeMusicOnStart) { _playMusic.FadeDown(FadeColorAnimationClip.length); } }
void Update() { if (Application.loadedLevel > 1) { playMusic.FadeDown(fadeColorAnimationClip.length); Invoke("Deactive", 1); } }
public void StartButtonClicked() { if (changeMusicOnStart) { playMusic.FadeDown(fadeColorAnimationClip.length); } if (changeScenes) { Invoke("LoadDelayed", fadeColorAnimationClip.length * .5f); animColorFade.SetTrigger("fade"); } }
public void RestartButtonClicked() { if (!lockRestart) { lockRestart = true; showPanels.DisableGameOverButtons(); if (changeMusicOnStart) { playMusic.FadeDown(fadeColorAnimationClip.length); Invoke("PlayNewMusic", fadeAlphaAnimationClip.length); } inMainMenu = false; //Set trigger for animator to start animation fading out Menu UI animGameOverAlpha.SetTrigger("fade"); //Wait until game has started, then hide the main menu Invoke("HideGameOverDelayed", fadeAlphaAnimationClip.length); Debug.Log("Game started in same scene! Put your game starting stuff here."); } }
public void StartButtonClicked() { //If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic //To change fade time, change length of animation "FadeToColor" if (menuSettingsData.musicLoopToChangeTo != null) { playMusic.FadeDown(menuSettingsData.menuFadeTime); } else { //Call the StartGameInScene function to start game without loading a new scene. StartGameInScene(); } }
public IEnumerator FadeCanvasGroupAlpha(float startAlpha, float endAlpha, CanvasGroup canvasGroupToFadeAlpha, bool disableFadeImage) { float elapsedTime = 0f; float totalDuration = menuSettingsData.menuFadeTime; while (elapsedTime < totalDuration) { elapsedTime += Time.deltaTime; float currentAlpha = Mathf.Lerp(startAlpha, endAlpha, elapsedTime / totalDuration); canvasGroupToFadeAlpha.alpha = currentAlpha; yield return(null); } HideDelayed(); Debug.Log("Coroutine done. Game started in same scene! Put your game starting stuff here."); m_playMusicScript.FadeDown(totalDuration); fadeImage.gameObject.SetActive(disableFadeImage); }
public void GameOver() { if (!gameStarted) { return; } gameStarted = false; MusicController.FadeDown(0.2F); GameOverSound.Play(750); var player = FindObjectOfType <PlayerMovementController>(); if (player != null) { player.Paused = true; player.rigid.velocity = Vector2.zero; } CodeGenerationRunner.Instance.Disable(); GameOverScreen.Instance.gameObject.SetActive(true); EventSystem.current.SetSelectedGameObject(GameOverScreen.Instance.input.gameObject); }
public void StartButtonClicked() { /* * var input = GameObject.Find("SeedField").GetComponent<InputField>(); * * if (input != null) * { * if (!string.IsNullOrEmpty(input.text)) * { * Random.InitState(input.text.ToUpper().GetHashCode()); * input.text = ""; * SceneManager.LoadScene("Hub"); * } * } */ SimpleCharacterControl.canMove = true; //If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic, using length of fadeColorAnimationClip as time. //To change fade time, change length of animation "FadeToColor" if (changeMusicOnStart) { playMusic.FadeDown(fadeColorAnimationClip.length); } //If changeScenes is true, start fading and change scenes halfway through animation when screen is blocked by FadeImage if (changeScenes) { //Use invoke to delay calling of LoadDelayed by half the length of fadeColorAnimationClip Invoke("LoadDelayed", fadeColorAnimationClip.length * .5f); //Set the trigger of Animator animColorFade to start transition to the FadeToOpaque state. animColorFade.SetTrigger("fade"); } else //If changeScenes is false, call StartGameInScene { //Call the StartGameInScene function to start game without loading a new scene. StartGameInScene(); } }
public void StartButtonClicked() { camerasss.transform.position = startingPosition; //If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic //To change fade time, change length of animation "FadeToColor" if (menuSettingsData.musicLoopToChangeTo != null) { playMusic.FadeDown(menuSettingsData.menuFadeTime); } //If changeScenes is true, start fading and change scenes halfway through animation when screen is blocked by FadeImage if (sceneToStart != 0) { StartCoroutine(FadeCanvasGroupAlpha(0f, 1f, fadeOutImageCanvasGroup)); StartCoroutine(LoadNextScene(sceneToStart)); //Pause button now works if escape is pressed since we are no longer in Main menu. inMainMenu = false; //Hide the main menu UI element showPanels.HideMenu(); } }
public void StartButtonClicked() { if (changeMusicOnStart) { playMusic.FadeDown(fadeColorAnimationClip.length); Invoke("PlayNewMusic", fadeAlphaAnimationClip.length); } //If changeScenes is true, start fading and change scenes halfway through animation when screen is blocked by FadeImage if (changeScenes) { Invoke("LoadDelayed", fadeColorAnimationClip.length * .5f); animColorFade.SetTrigger("fade"); } else { StartGameInScene(); } }
public void StartButtonClicked() { System.GC.Collect(); // GameStateManager.Instance.NumBerOfGame = 0; showPanels.gameTitleText.SetActive(false); GameStateManager.Instance.IsStarted = true; //keep loading the starting scene GameStateManager.Instance.StartGame(); // Debug.Log(GameStateManager.HighScore); GameStateManager.Instance.Restart(); updateScore.ChangeLiveScore(); textColor.ChooseTextColor(); //If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic, using length of fadeColorAnimationClip as time. //To change fade time, change length of animation "FadeToColor" if (changeMusicOnStart) { playMusic.FadeDown(fadeColorAnimationClip.length); } //If changeScenes is true, start fading and change scenes halfway through animation when screen is blocked by FadeImage if (changeScenes) { //Use invoke to delay calling of LoadDelayed by half the length of fadeColorAnimationClip Invoke("LoadDelayed", fadeColorAnimationClip.length * .5f); //Set the trigger of Animator animColorFade to start transition to the FadeToOpaque state. animColorFade.SetTrigger("fade"); } //If changeScenes is false, call StartGameInScene else { //Call the StartGameInScene function to start game without loading a new scene. StartGameInScene(); } }
public void StartButtonClicked() { playMusic.FadeDown(fadeColorAnimationClip.length); Invoke("LoadDelayed", fadeColorAnimationClip.length * .5f); animColorFade.SetTrigger("fade"); }
public void StartButtonClicked() { //If changeMusicOnStart is true, fade out volume of music group of AudioMixer by calling FadeDown function of PlayMusic, using length of fadeColorAnimationClip as time. //To change fade time, change length of animation "FadeToColor" if (changeMusicOnStart) { playMusic.FadeDown(fadeColorAnimationClip.length); } PlayerPrefs.DeleteAll(); GameObject inputFieldGo = GameObject.Find("InpCasa1"); InputField inputFieldCo = inputFieldGo.GetComponent <InputField>(); string jugador1 = inputFieldCo.text.Trim(); inputFieldGo = GameObject.Find("InpCasa2"); inputFieldCo = inputFieldGo.GetComponent <InputField>(); string jugador2 = inputFieldCo.text.Trim(); inputFieldGo = GameObject.Find("InpCasa3"); inputFieldCo = inputFieldGo.GetComponent <InputField>(); string jugador3 = inputFieldCo.text.Trim(); inputFieldGo = GameObject.Find("InpCasa4"); inputFieldCo = inputFieldGo.GetComponent <InputField>(); string jugador4 = inputFieldCo.text.Trim(); int cuenta = 0; if (jugador1.Length > 0) { PlayerPrefs.SetString("Jugador1", jugador1); cuenta++; } if (jugador2.Length > 0) { PlayerPrefs.SetString("Jugador2", jugador2); cuenta++; } if (jugador3.Length > 0) { PlayerPrefs.SetString("Jugador3", jugador3); cuenta++; } if (jugador4.Length > 0) { PlayerPrefs.SetString("Jugador4", jugador4); cuenta++; } Text txtMsg = GameObject.Find("TxtMsg").GetComponent <Text>(); txtMsg.text = ""; if (cuenta > 1) { if ((jugador1.ToString().Equals(jugador2.ToString()) && (jugador1.Length > 0 && jugador2.Length > 0)) || (jugador1.ToString().Equals(jugador3.ToString()) && (jugador1.Length > 0 && jugador3.Length > 0)) || (jugador1.ToString().Equals(jugador4.ToString()) && (jugador1.Length > 0 && jugador4.Length > 0)) || (jugador2.ToString().Equals(jugador3.ToString()) && (jugador2.Length > 0 && jugador3.Length > 0)) || (jugador2.ToString().Equals(jugador4.ToString()) && (jugador2.Length > 0 && jugador4.Length > 0)) || (jugador3.ToString().Equals(jugador4.ToString()) && (jugador3.Length > 0 && jugador4.Length > 0))) { txtMsg.text = "Los nombres de los jugadores no pueden ser iguales"; //Debug.Log ("nombres iguales"); } else { PlayerPrefs.Save(); GameObject modoJuego = GameObject.FindGameObjectWithTag("ModoJuego"); Text dropModoJuego = modoJuego.GetComponent <Text> (); string textoModoJuego = dropModoJuego.text; //Debug.Log ("Imprimimos el modo del juego:"+ textoModoJuego); partida = new Partida(textoModoJuego, cuenta); //Debug.Log (partida.imprimeDatos ()); PlayerPrefs.SetInt("Cuenta", cuenta); //Use invoke to delay calling of LoadDelayed by half the length of fadeColorAnimationClip Invoke("LoadDelayed", fadeColorAnimationClip.length * .5f); //Set the trigger of Animator animColorFade to start transition to the FadeToOpaque state. //animColorFade.SetTrigger ("fade"); //Call the StartGameInScene function to start game without loading a new scene. Application.LoadLevel("game"); } } else { txtMsg.text = "Ingrese al menos dos jugadores"; } }