Inheritance: MonoBehaviour
コード例 #1
0
    void Start()
    {
        Life = maximumLife;

        ConfigureLifeBar();
        _fader = GameObject.FindGameObjectWithTag("Fader").GetComponent<ScreenFader>();
    }
コード例 #2
0
 void Awake()
 {
     fadeImage = GameObject.Find("FadeImage").GetComponent<Image>();
     daysText = GetComponent<Text>();
     screenFader = GameObject.Find(Constants.Game.FADER_OBJECT).GetComponent<ScreenFader>();
     clock = GameObject.Find("Clock").GetComponent<ClockManager>();
 }
コード例 #3
0
ファイル: GameController.cs プロジェクト: ZeronSix/jams
 void Awake()
 {
     _timer = levelTime;
     _ui = GetComponent<GameUI>();
     _fader = GameObject.FindGameObjectWithTag(Tags.ScreenFader).GetComponent<ScreenFader>();
     StartCoroutine(_fader.StartLevel());
     SetupCollisionLayers();
 }
コード例 #4
0
ファイル: GUIHandler.cs プロジェクト: hughrogers/RPGQuest
 public void AddScreenFadeSprite(ScreenFader sf)
 {
     GameObject tmp = GameObject.CreatePrimitive(PrimitiveType.Plane);
     tmp.name = "_ScreenFadeSprite";
     ScreenFadeSprite sprite = (ScreenFadeSprite)tmp.AddComponent("ScreenFadeSprite");
     sprite.screenFader = sf;
     this.AddSprite(sprite);
 }
コード例 #5
0
 void Start()
 {
     sf = GameObject.FindGameObjectWithTag ("Fader").GetComponent<ScreenFader> ();
     deathBool = false;
     aliveBool = true;
     var sources = GetComponents<AudioSource> ();
     mainSong = sources [0];
     bossSong = sources [1];
 }
コード例 #6
0
ファイル: EndLevel.cs プロジェクト: NicoSab/Oilin
 void Awake()
 {
     // Setting up references.
     player = GameObject.Find("N40");
     playerAnim = player.GetComponent<Animator>();
     playerKey = player.GetComponent<PlayerKey>();
     camMovement = Camera.main.gameObject.GetComponent<CameraMovement>();
     sf = GameObject.Find("ScreenFader").GetComponent<ScreenFader>();
     endMenu = GameObject.Find("EndScreen").GetComponent<EndMenuScreen>();
 }
コード例 #7
0
 // Use this for initialization
 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player");
     cam = Camera.main.gameObject;
     fader = GetComponentInChildren <ScreenFader>();
     if (instance == null)
         instance = this;
     else if (instance != this)
         Destroy(gameObject);
 }
コード例 #8
0
ファイル: ScreenFader.cs プロジェクト: Rameos/PSMG_Team_Okapi
    void Awake()
    {
        if (!instance)
        {
            instance = this;
        }

        guiTexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height);

        FadeToClear();
    }
コード例 #9
0
ファイル: Warp.cs プロジェクト: kyau/Project-Void
    IEnumerator OnTriggerEnter2D(Collider2D col)
    {
        sf = GameObject.FindGameObjectWithTag ("Fader").GetComponent<ScreenFader> ();

        player.StopPlayer ();
        yield return StartCoroutine(sf.FadeToBlack ());
        player.StopPlayer ();
        col.gameObject.transform.position = warpTarget.transform.position;
        Camera.main.transform.position = warpTarget.transform.position;
        yield return StartCoroutine(sf.FadeToClear ());
    }
コード例 #10
0
ファイル: ScreenFader.cs プロジェクト: mofr/FimbulWinter
    void Awake()
    {
        instance = this;

        GameObject overlayObject = new GameObject ("ScreenFader");
        overlay = overlayObject.AddComponent<RawImage>();
        overlay.color = new Color (0, 0, 0, 0.0f);

        Canvas canvas = GameObject.Find ("Canvas").GetComponent<Canvas>();
        overlay.transform.SetParent (canvas.transform);
        overlay.transform.localScale = new Vector3 (1,1,1);
        overlay.rectTransform.anchorMin = new Vector2 (0, 0);
        overlay.rectTransform.anchorMax = new Vector2 (1, 1);
    }
コード例 #11
0
ファイル: Warp.cs プロジェクト: dhurst22/_80sActionHero
    IEnumerator OnTriggerEnter2D(Collider2D other)
    {
        sf = GameObject.FindGameObjectWithTag("fader").GetComponent<ScreenFader>();

        if (other.gameObject.name == "Hero")
        {
            yield return StartCoroutine(sf.FadeToBlack());
            hero.transform.position = enter.position;
            Camera.main.transform.position = enter.position;
        }
        //Debug.Log("an object has warped");

        yield return StartCoroutine(sf.FadeToClear());
    }
コード例 #12
0
    void Awake()
    {
        GameObject trinityLogoObject = GameObject.Find ("TrinityLogo");
        GameObject canvasSplashScreenObject = GameObject.Find ("CanvasSplashScreen");
        GameObject kilmainhamLogoObject = GameObject.Find ("KilmainhamLogo");

        //Here you add 3 objects to the List
        splashScreens.Add(trinityLogoObject);
        splashScreens.Add(canvasSplashScreenObject);
        splashScreens.Add(kilmainhamLogoObject);

        GameObject fader = GameObject.Find ("ScreenFader");
        screenfader = (ScreenFader)fader.GetComponent(typeof(ScreenFader));
    }
コード例 #13
0
ファイル: ScreenFader.cs プロジェクト: oopartians/SpaceBattle
    void Awake()
    {
        instance = this;
        duration = 0;
        FadeImg.gameObject.SetActive(sceneStarting);

        if (bgm != null)
            basicVolume = bgm.volume;
        if(finalColor == Color.clear){
            finalColor = color;
        }

        if(sceneStarting){
            StartCoroutine( StartScene() );
        }
    }
コード例 #14
0
ファイル: ScreenFader.cs プロジェクト: hydro-team/hydro
    // Use this for initialization
    void Start()
    {
        fade = GetComponent<Image>();
        fade.color = Color.clear;
        state = false;
        direction = true;
        blockhalf = false;

        colorToFade = Color.black;

        if(instance == null){
            instance = this;
        }else{
            Destroy (this);
        }
    }
コード例 #15
0
ファイル: FetchResults.cs プロジェクト: FourSwordKirby/Blitz
	// Use this for initialization
	void Start ()
    {
        fader = FindObjectOfType<ScreenFader>();
        Debug.Log(fader);
        fader.FadeToClear();

        tempStateHolder = GameObject.Find ("TempState");
		if (tempStateHolder) {
			tempState = tempStateHolder.GetComponent<TempState> ();
		}
		if (tempState.state ["Winner"] == "Player") {
            results.text = "PLAYER <b>1</b> VICTORY! (>^__^)>";

            p1UI.displayText.text = "1st place: Player 1!";
            p2UI.displayText.text = "2nd place: Player 2";
		} else if (tempState.state ["Winner"] == "Player 2") {
            results.text = "PLAYER <b>2</b> VICTORY! (>^__^)>";

            p1UI.displayText.text = "2nd place: Player 1";
            p2UI.displayText.text = "1st place: Player 2!";
        } else {
			results.text = "DRAW";
		}
	}
コード例 #16
0
 private void Awake()
 {
     screenFader = ScreenFader.Instance;
 }
コード例 #17
0
ファイル: ScreenFader.cs プロジェクト: oopartians/SpaceBattle
 void OnDestroy()
 {
     instance = null;
 }
コード例 #18
0
        public static void GenerateEmptyMap()
        {
            LongEventHandler.QueueLongEvent(delegate()
            {
                var game = new Game
                {
                    InitData = new GameInitData()
                    {
                        mapSize = 75, permadeath = false
                    },
                    Scenario    = ScenarioDefOf.Crashlanded.scenario,
                    storyteller = new Storyteller(StorytellerDefOf.Cassandra, DifficultyDefOf.Rough)
                };
                Find.Scenario.PreConfigure();
                Current.Game = game;

                Find.GameInitData.PrepForMapGen();
                Find.GameInitData.startedFromEntry = true;
                Find.Scenario.PreMapGenerate();

                Find.GameInitData.ResetWorldRelatedMapInitData();
                Current.Game.World = WorldGenerator.GenerateWorld(0.05f, GenText.RandomSeedString(), OverallRainfall.Normal, OverallTemperature.Normal, OverallPopulation.Normal);
                MemoryUtility.UnloadUnusedUnityAssets();
                Find.World.renderer.RegenerateAllLayersNow();

                MemoryUtility.UnloadUnusedUnityAssets();

                Current.ProgramState = ProgramState.MapInitializing;

                var mapSize = new IntVec3(game.InitData.mapSize, 1, game.InitData.mapSize);
                game.World.info.initialMapSize = mapSize;
                if (game.InitData.permadeath)
                {
                    game.Info.permadeathMode           = true;
                    game.Info.permadeathModeUniqueName = PermadeathModeUtility.GeneratePermadeathSaveName();
                }

                game.tickManager.gameStartAbsTick = GenTicks.ConfiguredTicksAbsAtGameStart;

                _ = Find.Scenario.parts.RemoveAll(part => part is ScenPart_GameStartDialog);
                var arrivalMethod    = Find.Scenario.AllParts.OfType <ScenPart_PlayerPawnsArriveMethod>().First();
                arrivalMethod.method = PlayerPawnsArriveMethod.Standing;

                var tile = TileFinder.RandomStartingTile();

                Find.GameInitData.startingAndOptionalPawns.Clear();

                for (var i = 1; i <= 3; i++)
                {
                    var pawn = StartingPawnUtility.NewGeneratedStartingPawn();
                    pawn.playerSettings.hostilityResponse = HostilityResponseMode.Ignore;
                    DefDatabase <SkillDef> .AllDefsListForReading.Do(skillDef => pawn.skills.GetSkill(skillDef).EnsureMinLevelWithMargin(1));
                    Find.GameInitData.startingAndOptionalPawns.Add(pawn);
                }

                var settlement = (Settlement)WorldObjectMaker.MakeWorldObject(WorldObjectDefOf.Settlement);
                settlement.SetFaction(Find.GameInitData.playerFaction);
                settlement.Tile = tile;
                settlement.Name = NameGenerator.GenerateName(Faction.OfPlayer.def.factionNameMaker);
                Find.WorldObjects.Add(settlement);

                Current.Game.CurrentMap = MapGenerator.GenerateMap(mapSize, settlement, settlement.MapGeneratorDef, settlement.ExtraGenStepDefs, null);
                PawnUtility.GiveAllStartingPlayerPawnsThought(ThoughtDefOf.NewColonyOptimism);

                game.FinalizeInit();
                game.playSettings.useWorkPriorities = true;

                Find.CameraDriver.JumpToCurrentMapLoc(MapGenerator.PlayerStartSpot);
                Find.CameraDriver.ResetSize();
                Find.Scenario.PostGameStart();

                foreach (var researchProjectDef in DefDatabase <ResearchProjectDef> .AllDefs)
                {
                    game.researchManager.FinishProject(researchProjectDef, false, null);
                }

                GameComponentUtility.StartedNewGame();
                game.InitData = null;
            }, "GeneratingMap", true, new Action <Exception>(GameAndMapInitExceptionHandlers.ErrorWhileGeneratingMap), true);
            LongEventHandler.QueueLongEvent(delegate()
            {
                ScreenFader.SetColor(Color.black);
                ScreenFader.StartFade(Color.clear, 0.5f);
            }, null, false, null, true);
        }
コード例 #19
0
 /// <summary>
 /// Start this instance.
 /// </summary>
 void Start()
 {
     _gameState   = GameState.WAITING;
     _screenFader = new ScreenFader();
 }
コード例 #20
0
ファイル: ScreenFader.cs プロジェクト: artboy77/Golem
    void Awake()
    {
        //on new scene see if there's a new camera

        //screen.gameObject.SetActive (false);
        loadingBarBackground.gameObject.SetActive (false);
        originaBarAlpha = loadingBar.color.a;
        originalBackBarAlpha = loadingBarBackground.color.a;

        DontDestroyOnLoad (gameObject);
        if (instance != null) //seperate from the singleton class to allow deletion of gameobject rather than script
            Destroy(gameObject);
        else
            instance = this;
    }
コード例 #21
0
	// Use this for initialization
	private void Start () {
        mainCam = GetComponentInChildren<Camera>();
        BeginGame();
        screenFader = GetComponentInChildren<ScreenFader>();
    }
コード例 #22
0
    IEnumerator EnterArenaFight1Coroutine()
    {
        publicVariableHolder.BoyUIGameObject.SetActive(false);
        publicVariableHolder.GirlUIGameObject.SetActive(false);
        PlayerUI.SetActive(false);
        EventManager.TriggerEvent("setup");
        EventManager.TriggerEvent("InCombat");
        EventManager.TriggerEvent("StopMoving");
        enemy.GetComponentInChildren <FirstEnemyAttack2>().isEnemyMoving = false;
        enemy.GetComponentInChildren <FirstEnemyAttack2>().StopAttacking = true;

        enemyUI.SetActive(false);
        camera.transform.position = new Vector3(_InitialPositionBoy.transform.position.x, camera.transform.position.y, _InitialPositionBoy.transform.position.z);

        SoundManager.SetBackgroundSFX(Resources.Load("BackgroundMusic/Windsound") as AudioClip);
        SoundManager.FadeInBackgroundSFX();
        //SetBackgroundMusic("BackgroundMusic/BattleArena-Drums only");
        yield return(new WaitForSeconds(.4f));

        boyPlayer.transform.position  = _InitialPositionBoy.transform.position;
        girlPlayer.transform.position = _InitialPositionGirl.transform.position;
        enemy.transform.position      = _InitialPositionEnemy.transform.position;

        publicVariableHolder.BoyUIGameObject.SetActive(true);
        publicVariableHolder.GirlUIGameObject.SetActive(true);

        boyNavMeshAgent.SetDestination(_PublicVariableHolderArena._EnterArenaWaypointsBoy[0].transform.position);
        girlNavMeshAgent.SetDestination(_PublicVariableHolderArena._EnterArenaWaypointsGirl[0].transform.position);

        yield return(new WaitForSeconds(.4f));

        ScreenFader.fadeIn();

        yield return(new WaitForSeconds(4.5f));

        ScreenFader.fadeOut();

        yield return(new WaitForSeconds(2.5f));

        camera.transform.position = new Vector3(_InitialPositionEnemy.transform.position.x, camera.transform.position.y, _InitialPositionEnemy.transform.position.z);

        ScreenFader.fadeIn();

        yield return(new WaitForSeconds(2f));

        enemy.GetComponentInChildren <NavMeshAgent>().SetDestination(_PublicVariableHolderArena._EnterArenaWaypointsEnemy[0].transform.position);
        enemyUI.SetActive(true);

        yield return(new WaitForSeconds(6));

        if (tutorial1)
        {
            tutorial1.SetActive(true);

            while (tutorial1 != null)
            {
                yield return(null);
            }
        }

        if (tutorial2)
        {
            tutorial2.SetActive(true);
            while (tutorial2 != null)
            {
                yield return(null);
            }
        }
        ReadyText.SetActive(true);

        yield return(new WaitForSeconds(1));

        SoundManager.ExitScene();
        yield return(new WaitForSeconds(1));

        ReadyText.SetActive(false);
        FightText.SetActive(true);
        SetBackgroundMusic("BackgroundMusic/BattleArena");
        yield return(new WaitForSeconds(2));

        SoundManager.FadeOutBackgroundSFX();
        FightText.SetActive(false);
        PlayerUI.SetActive(true);
        PlayerUI.GetComponent <UISpellSwap>().HiddeSpells();

        EventManager.TriggerEvent("StartMoving");
        enemy.GetComponentInChildren <FirstEnemyAttack2>().isEnemyMoving = true;
        enemy.GetComponentInChildren <FirstEnemyAttack2>().StopAttacking = false;
    }
コード例 #23
0
ファイル: MainMenu.cs プロジェクト: WaDelma/PseudoRandom
 // Use this for initialization
 void Start()
 {
     fader = GetComponent<ScreenFader>();
     fader.Fade(1f, 0f, 0.3f);
 }
コード例 #24
0
ファイル: EndGame.cs プロジェクト: AntoineRibordy/VR-scripts
 // Use this for initialization
 void Start()
 {
     screenfader    = FindObjectOfType <ScreenFader> ();
     resourceMining = GameObject.FindObjectOfType <ResourceMining> ();
 }
コード例 #25
0
 void Start()
 {
     fader      = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>();
     txtUpdater = GetComponent <TextUpdater>();
     txtUpdater.UpdateText(gameObject);
 }
コード例 #26
0
    public static void Create()
    {
        ScreenFader controllerPrefab = Resources.Load <ScreenFader> ("ScreenFader");

        s_Instance = Instantiate(controllerPrefab);
    }
コード例 #27
0
 private void Awake()
 {
     instance = this;
 }
コード例 #28
0
ファイル: ScreenFader.cs プロジェクト: Bungee54/symposium2016
 public void Awake()
 {
     gt = GetComponent<GUITexture>();
     gt.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height);
     instance = this;
 }
コード例 #29
0
 // Use this for initialization
 void Start()
 {
     _fader = GetComponent <ScreenFader> ();
     StartCoroutine(waitingBeforeFading(_timeBeforeFade));
 }
コード例 #30
0
    IEnumerator EnterArenaFight2Coroutine()
    {
        VictoryReferee.ResetEnemyList();
        VictoryReferee.SetVictoryCondition(2);
        publicVariableHolder.BoyUIGameObject.SetActive(false);
        publicVariableHolder.GirlUIGameObject.SetActive(false);
        enemy2.GetComponent <SecondEnemyAttack>().enabled = false;
        enemy2Sprite.SetActive(false);

        PlayerUI.SetActive(false);
        EventManager.TriggerEvent("setup");
        EventManager.TriggerEvent("InCombat");
        EventManager.TriggerEvent("StopMoving");
        EventManager.TriggerEvent("ResetTargets");

        enemy2UI.SetActive(false);
        camera.transform.position = new Vector3(_InitialPositionBoy.transform.position.x, camera.transform.position.y, _InitialPositionBoy.transform.position.z);

        yield return(new WaitForSeconds(.4f));

        boyPlayer.transform.position  = _InitialPositionBoy.transform.position;
        girlPlayer.transform.position = _InitialPositionGirl.transform.position;
        enemy.transform.position      = _InitialPositionEnemy.transform.position;

        publicVariableHolder.BoyUIGameObject.SetActive(true);
        publicVariableHolder.GirlUIGameObject.SetActive(true);

        boyNavMeshAgent.SetDestination(_PublicVariableHolderArena._EnterArenaWaypointsBoy[0].transform.position);
        girlNavMeshAgent.SetDestination(_PublicVariableHolderArena._EnterArenaWaypointsGirl[0].transform.position);

        yield return(new WaitForSeconds(.4f));

        ScreenFader.fadeIn();

        yield return(new WaitForSeconds(4.5f));

        enemy2Sprite.SetActive(true);
        enemy2UI.SetActive(true);
        enemy2Sprite.GetComponent <Animator>().Play("Enemy2Entrance");

        yield return(new WaitForSeconds(2f));

        if (tutorial3)
        {
            tutorial3.SetActive(true);

            while (tutorial3 != null)
            {
                yield return(null);
            }
        }

        if (tutorial4)
        {
            tutorial4.SetActive(true);
            while (tutorial4 != null)
            {
                yield return(null);
            }
        }

        //Keegannote 2018/8/17: im just adding the stuff below to see if it fixes the entrance to the second fight. Delete if no

        ReadyText.SetActive(true);
        yield return(new WaitForSeconds(2));

        ReadyText.SetActive(false);
        FightText.SetActive(true);
        SetBackgroundMusic("BackgroundMusic/BattleArena");

        yield return(new WaitForSeconds(2));

        FightText.SetActive(false);

        PlayerUI.SetActive(true);
        PlayerUI.GetComponent <UISpellSwap>().HiddeSpells();
        PlayerUI.GetComponent <UISpellSwap>().ShowGirlSpellsOnly();

        EventManager.TriggerEvent("StartMoving");

        enemy.GetComponentInChildren <FirstEnemyAttack2>().isEnemyMoving = true;
        enemy.GetComponentInChildren <FirstEnemyAttack2>().StopAttacking = false;
        enemy2.GetComponent <SecondEnemyAttack>().enabled = true;
    }
コード例 #31
0
ファイル: GameManager.cs プロジェクト: jarena3/Ool
 void Start()
 {
     SetBallMaterial();
     cachedTime = new TimeSpan(0);
     Scores = new List<LevelScore>();
     screenFader = FindObjectOfType<ScreenFader>();
 }
コード例 #32
0
    IEnumerator EnterArenaFight3Coroutine()
    {
        VictoryReferee.ResetEnemyList();
        VictoryReferee.SetVictoryCondition(0);

        publicVariableHolder.BoyUIGameObject.SetActive(false);
        publicVariableHolder.GirlUIGameObject.SetActive(false);
        PlayerUI.SetActive(false);
        EventManager.TriggerEvent("setup");
        EventManager.TriggerEvent("InCombat");
        EventManager.TriggerEvent("StopMoving");
        EventManager.TriggerEvent("ResetTargets");
        enemy3.GetComponentInChildren <ThirdEnemy>().StopAttacking = true;

        enemy3UI.SetActive(false);
        camera.transform.position = new Vector3(_InitialPositionBoy.transform.position.x, camera.transform.position.y, _InitialPositionBoy.transform.position.z);

        yield return(new WaitForSeconds(.4f));

        boyPlayer.transform.position  = _InitialPositionBoy.transform.position;
        girlPlayer.transform.position = _InitialPositionGirl.transform.position;
        enemy3.transform.position     = _InitialPositionEnemy.transform.position;

        publicVariableHolder.BoyUIGameObject.SetActive(true);
        publicVariableHolder.GirlUIGameObject.SetActive(true);

        boyNavMeshAgent.SetDestination(_PublicVariableHolderArena._EnterArenaWaypointsBoy[0].transform.position);
        girlNavMeshAgent.SetDestination(_PublicVariableHolderArena._EnterArenaWaypointsGirl[0].transform.position);

        yield return(new WaitForSeconds(.4f));

        ScreenFader.fadeIn();

        yield return(new WaitForSeconds(4.5f));

        ScreenFader.fadeOut();

        yield return(new WaitForSeconds(2.5f));

        camera.transform.position = new Vector3(_InitialPositionEnemy.transform.position.x, camera.transform.position.y, _InitialPositionEnemy.transform.position.z);

        ScreenFader.fadeIn();

        yield return(new WaitForSeconds(2f));

        enemy3.GetComponentInChildren <NavMeshAgent>().SetDestination(_PublicVariableHolderArena._EnterArenaWaypointsEnemy[0].transform.position);
        enemy3UI.SetActive(true);

        yield return(new WaitForSeconds(6));

        if (tutorial5)
        {
            tutorial5.SetActive(true);

            while (tutorial5 != null)
            {
                yield return(null);
            }
        }

        if (tutorial6)
        {
            tutorial6.SetActive(true);
            while (tutorial6 != null)
            {
                yield return(null);
            }
        }

        ReadyText.SetActive(true);
        yield return(new WaitForSeconds(2));

        ReadyText.SetActive(false);
        FightText.SetActive(true);
        SetBackgroundMusic("BackgroundMusic/BattleArena");

        yield return(new WaitForSeconds(2));

        FightText.SetActive(false);

        PlayerUI.SetActive(true);
        PlayerUI.GetComponent <UISpellSwap>().ShowSpells();

        EventManager.TriggerEvent("StartMoving");
        enemy3.GetComponentInChildren <ThirdEnemy>().StopAttacking = false;
    }
コード例 #33
0
 // Use this for initialization
 void Start()
 {
     anim = GetComponent<Animator>();
     sf = this;
 }
コード例 #34
0
ファイル: ScreenFader.cs プロジェクト: wooohyuk/17th_AppJam
 void Awake()
 {
     instance = GetComponent <ScreenFader> ();
 }
コード例 #35
0
ファイル: Inventory.cs プロジェクト: LadyRhapsody/MyWorld
 // Use this for initialization
 void Awake()
 {
     text = GetComponentInChildren<Text>();
     fader = GameObject.FindGameObjectWithTag("Fader").GetComponent<ScreenFader>();
 }
コード例 #36
0
ファイル: AboutMenu.cs プロジェクト: francoislg/JV-Equipe3
 void Start()
 {
     _fader = GameObject.FindGameObjectWithTag("Fader").GetComponent<ScreenFader>();
 }
    public override IEnumerator Action(GameObject sender)
    {
        EventManager.TriggerEvent("InCombat");
        EventManager.TriggerEvent("StopMoving");

        Vector3 BoyNewPos  = new Vector3(BoyPosBoss.transform.position.x, boyPlayer.transform.position.y, BoyPosBoss.transform.position.z);
        Vector3 GirlNewPos = new Vector3(GirlPosBoss.transform.position.x, girlPlayer.transform.position.y, GirlPosBoss.transform.position.z);

        boyPlayer.GetComponent <NavMeshAgent>().SetDestination(BoyNewPos);
        girlPlayer.GetComponent <NavMeshAgent>().SetDestination(GirlNewPos);

        yield return(new WaitForSeconds(1f));

        NavMeshAgent boynav  = boyPlayer.GetComponent <NavMeshAgent>();
        NavMeshAgent girlnav = girlPlayer.GetComponent <NavMeshAgent>();

        //Debug.Log(boynav.velocity);
        yield return(new WaitUntil(() => boynav.velocity == Vector3.zero && girlnav.velocity == Vector3.zero));

        boySpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(1);
        girlSpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(1);

        for (int i = 0; i < LightRoom.Length; i++)
        {
            LightRoom[i].GetComponent <TorcheLighten>().OpenLight();
            i += 1;
            LightRoom[i].GetComponent <TorcheLighten>().OpenLight();
            yield return(new WaitForSeconds(0.5f));
        }

        girlSpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(4);
        yield return(new WaitForSeconds(0.5f));

        boySpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(3);
        yield return(new WaitForSeconds(1.5f));

        girlSpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(1);
        boySpriteGameobject.GetComponent <SpriteScript2>().ForcePlayerRotation(1);
        yield return(new WaitForSeconds(1f));

        girlPlayer.GetComponent <NavMeshAgent>().SetDestination(BossPos.transform.position);

        ScreenFader.fadeOut();

        yield return(new WaitForSeconds(3f));

        ScreenFader.fadeIn();
        publicVariableHolderNeverUnload.PlayerUI.SetActive(true);

        yield return(new WaitForSeconds(1f));

        GameObject[] Enemiesgo = new GameObject[EnemiesSpawnPos.Length];

        Enemiesgo[0] = Instantiate(boss, EnemiesSpawnPos[0].transform.position, Quaternion.identity); //Spawns the boss
        Enemiesgo[0].SetActive(true);
        //for (int i = 1; i < EnemiesSpawnPos.Length - 1; i++) //Spawns the Skeletons
        //{
        //    Enemiesgo[i] = Instantiate(smallEnemy, EnemiesSpawnPos[i].transform.position, Quaternion.identity);
        //}

        //Instantiating the colliders required to cause the damage in the dark
        //Quite sure I don't want to instantiate the light colliders here; WHY??? I'm doing it until I figure it out
        GameObject[] LightCollidersgo = new GameObject[LightRoomCollidersSpawnPos.Length];
        for (int i = 0; i < LightRoomCollidersSpawnPos.Length; i++)
        {
            LightCollidersgo[0] = Instantiate(LightCollider, LightRoomCollidersSpawnPos[i].transform.position, Quaternion.identity);
        }

        Darknessgo = Instantiate(DarknessCollider, DarknessColliderSpawnPos.transform.position, Quaternion.identity);

        GameObject.FindObjectOfType <ColliderDarknessDamage>().Ghoul = Enemiesgo[0];

        for (int i = 0; i < LightRoom.Length; i++)
        {
            LightInteractiveParticles[i].SetActive(true);
            LightRoom[i].GetComponent <Collider>().enabled = true;
        }

        directionalLight.LightDown();

        Destroy(this.gameObject);
    }
コード例 #38
0
 void Start()
 {
     teleporter = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <TeleportRaycaster>();
     fader      = GameObject.FindGameObjectWithTag("Fade").GetComponent <ScreenFader>();
 }
コード例 #39
0
    // Use this for initialization
    void Start()
    {
        screenFader = GameObject.FindWithTag("ScreenFader").GetComponent <ScreenFader>();

        screenFader.FadeFromBlack(1f);
    }
コード例 #40
0
 void Awake()
 {
     instance = this;
 }
コード例 #41
0
 void Awake()
 {
     screenFader = GetComponent <ScreenFader> ();
     textoCanvas = GameObject.FindGameObjectWithTag("TextCanvas").GetComponent <Text> ();
 }
コード例 #42
0
    // Token: 0x06002161 RID: 8545
    public IEnumerator Generate()
    {
        ScreenFader.Get().SetBlack();
        Singleton <InputManager> .Instance.ChangeInput(false, false, false);

        while (Singleton <CarBundleLoader> .Instance)
        {
            if (Singleton <CarBundleLoader> .Instance.IsReady)
            {
IL_BE:
                while (Localization.Instance)
                {
                    if (Localization.Instance.IsReady)
                    {
IL_E7:
                        while (Singleton <GameInventory> .Instance && !Singleton <GameInventory> .Instance.IsReady)
                        {
                            yield return(new WaitForEndOfFrame());
                        }
                        GlobalData.Load();
                        base.StartCoroutine(UIManager.Get().RefreshStatsUI("Money"));
                        base.StartCoroutine(UIManager.Get().RefreshStatsUI("Experience"));
                        base.StartCoroutine(UIManager.Get().RefreshStatsUI("Orders"));
                        base.StartCoroutine(UIManager.Get().RefreshStatsUI("Level"));
                        Singleton <RichPresenceManager> .Instance.SendPresence("console_richtxt_junk");

                        Singleton <TempInventory> .Instance.CleanListOfItems();

                        GameManager.CanMount   = false;
                        GameManager.CanUnmount = false;
                        base.StartCoroutine(UIManager.Get().cleanElement("CanvasInventory/Inventory/Content/ScrollRect/Content"));
                        UnityEngine.Random.Range(this.CarsPercentage.x, this.CarsPercentage.y);
                        float            amount            = 24f;
                        List <Transform> carSpawnPositions = this.CarSpawnPositions.ToList <Transform>();
                        Debug.Log("Spawn " + amount + " cars");
                        yield return(new WaitForEndOfFrame());

                        int num = 0;
                        while ((float)num < amount)
                        {
                            int index = UnityEngine.Random.Range(0, carSpawnPositions.Count);
                            base.StartCoroutine(this.CreateCar(carSpawnPositions[index]));
                            carSpawnPositions.RemoveAt(index);
                            num++;
                        }
                        InteractiveObject[] ios        = this.Junkyard.GetComponentsInChildren <InteractiveObject>();
                        float percentItems             = UnityEngine.Random.Range(this.ItemsPercentage.x, this.ItemsPercentage.y);
                        List <InteractiveObject> items = ios.ToList <InteractiveObject>();
                        float amountItems = Mathf.Floor(percentItems / 100f * (float)items.Count((InteractiveObject x) => x.GetSpecialType() == IOSpecialType.Junk));
                        List <InteractiveObject> listOfSelectedJunks = new List <InteractiveObject>();
                        Debug.Log("Enable " + amountItems);
                        yield return(new WaitForEndOfFrame());

                        int num2 = 0;
                        while ((float)num2 < amountItems)
                        {
                            int index2 = UnityEngine.Random.Range(0, items.Count);
                            InteractiveObject interactiveObject = items[index2];
                            interactiveObject.enabled = true;
                            if (interactiveObject.GetSpecialType() == IOSpecialType.Junk)
                            {
                                interactiveObject.gameObject.AddComponent <Junk>().AddRandomItems(this.rangeJunkCondition.x, this.rangeJunkCondition.y);
                                listOfSelectedJunks.Add(interactiveObject);
                                items.RemoveAt(index2);
                            }
                            else
                            {
                                num2--;
                            }
                            num2++;
                        }
                        if (Singleton <DifficultyManager> .Instance.GetDifficultyLevel() != DifficultyLevel.Sandbox)
                        {
                            listOfSelectedJunks.ElementAt(UnityEngine.Random.Range(0, listOfSelectedJunks.Count)).GetComponent <Junk>().AddSpecialMap();
                        }
                        yield return(new WaitForEndOfFrame());

                        GameScript.Get().ReloadCarsOnScene();
                        Singleton <DifficultyManager> .Instance.ActivateDifficultyLevel();

                        UIManager.Get().PrepareTempInventory();
                        SceneLoader.BlockProgress = false;
                        GameManager.IsGameReady   = true;
                        yield return(new WaitForEndOfFrame());

                        if (this.shortPauseWhileFade)
                        {
                            yield return(new WaitForSeconds(5f));
                        }
                        GameMode.Get().SetCurrentMode(gameMode.Garage);
                        yield return(new WaitForSeconds(1f));

                        ScreenFader.Get().NormalFadeOut();
                        while (ScreenFader.Get().IsRunning())
                        {
                            yield return(new WaitForEndOfFrame());
                        }
                        Singleton <InputManager> .Instance.ChangeInput(true, true, false);

                        yield break;
                    }
                    yield return(new WaitForEndOfFrame());
                }
                goto IL_E7;
            }
            yield return(new WaitForEndOfFrame());
        }
        goto IL_BE;
    }
コード例 #43
0
    string[] nightscenes;     // List of scenes that "occur" at night.

    void Awake()
    {
        pc = GameObject.Find("Player").GetComponent <PlayerController>();
        gm = GetComponent <GameManager>();
        sf = GetComponent <ScreenFader>();
    }
コード例 #44
0
 // Use this for initialization
 void Start()
 {
     fader = GetComponent <ScreenFader>();
     fader.Fade(1f, 0f, 0.3f);
 }
コード例 #45
0
ファイル: ScreenFader.cs プロジェクト: andi2/pedestrians
 void Awake()
 {
     Instance = this;
     _cg = GetComponent<CanvasGroup>();
 }
コード例 #46
0
ファイル: NPC.cs プロジェクト: FellowshipOfTheGame/HackerBoy
    private void DebugCamEffect2()
    {
        ScreenFader sf = GameObject.Find("Main Camera").GetComponent <ScreenFader>();

        sf.StartFadeOut();
    }
コード例 #47
0
ファイル: GameOrchestrator.cs プロジェクト: zr3/mrbiscuits
    private IEnumerator RestartGame()
    {
        yield return(new WaitForSeconds(10));

        ScreenFader.FadeOutThen(() => SceneManager.LoadScene("game"));
    }
コード例 #48
0
 // Use this for initialization
 private void Start()
 {
     mainCam = GetComponentInChildren <Camera>();
     BeginGame();
     screenFader = GetComponentInChildren <ScreenFader>();
 }
コード例 #49
0
ファイル: ScreenFader.cs プロジェクト: Tamulur/AskSocrates
 void Awake()
 {
     instance = this;
 }
コード例 #50
0
 void Awake()
 {
     Instance = this;
     _cg      = GetComponent <CanvasGroup>();
 }
コード例 #51
0
 // Use this for initialization
 void Start()
 {
     timeStart = Time.time;
     screenFader = GameObject.FindGameObjectWithTag ("FadeImg").GetComponent<ScreenFader>();
     NotificationCenter.DefaultCenter.AddObserver(this,"Explode");
 }
コード例 #52
0
    public static void Create()
    {
        GameObject gameObject = new GameObject("ScreenFader");

        s_Instance = gameObject.AddComponent <ScreenFader>();
    }
コード例 #53
0
 void Awake()
 {
     audioSource = GetComponentInChildren<AudioSource>();
     screenFader = GameObject.FindGameObjectWithTag("Fader").GetComponent<ScreenFader>();
     playerController = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
 }
コード例 #54
0
ファイル: MenuController.cs プロジェクト: sommen01/Seega
 private void Construct(SceneController sceneController, ScreenFader screenFader)
 {
     _sceneController = sceneController;
     _screenFader     = screenFader;
 }
コード例 #55
0
ファイル: ScreenFader.cs プロジェクト: 9/RitualRex-GGJ2016
 void Awake()
 {
     S = this;
     imageToWork = GetComponent<Image>();
 }
コード例 #56
0
 // Token: 0x060039B0 RID: 14768 RVA: 0x0012EF6D File Offset: 0x0012D16D
 private void Impact()
 {
     ScreenFader.SetColor(Color.clear);
     GenGameEnd.EndGameDialogMessage("GameOverPlanetkillerImpact".Translate(Find.World.info.name), false, GameCondition_PlanetConquest.FadeColor);
 }
コード例 #57
0
 void Awake()
 {
     S = this;
     thisImage = GetComponent<Image>();
     thisImage.color = initialColor;
 }
コード例 #58
0
 private void Awake()
 {
     screenFader = GetComponent <ScreenFader>();
 }
コード例 #59
0
 private void Impact()
 {
     ScreenFader.SetColor(Color.clear);
     GenGameEnd.EndGameDialogMessage("GameOverPlanetkillerImpact".Translate(Find.World.info.name), allowKeepPlaying: false, FadeColor);
 }
コード例 #60
0
ファイル: PlayerMovement2.cs プロジェクト: 0FruitCake/Thesis1
    // Update is called once per frame
    void Update()
    {
        sf = FindObjectOfType <ScreenFader>();
        dm = FindObjectOfType <DialogueManager>();

        if (sf.isFading || dm.dialogActive || incutscene)
        {
            canMove = false;
        }
        else
        {
            canMove = true;
        }

        if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
        {
            moveSpeed = 160;
        }
        else
        {
            moveSpeed = 70;
        }

        if (!canMove)
        {
            myRigidbody.velocity = Vector2.zero;
            anim.SetBool("PlayerMoving", false);
            anim.SetBool("PlayerAttacking", false);
            return;
        }
        if (!attacking)
        {
            playerMoving = false;
            if (Input.GetAxisRaw("Horizontal") > 0f || Input.GetAxisRaw("Horizontal") < -0f)
            {
                //transform.Translate(new Vector3(Input.GetAxisRaw("Horizontal") * moveSpeed * Time.deltaTime, 0f, 0f));
                playerMoving         = true;
                myRigidbody.velocity = new Vector2(Input.GetAxisRaw("Horizontal") * moveSpeed, myRigidbody.velocity.y);
                lastMove             = new Vector2(Input.GetAxisRaw("Horizontal"), 0f);
            }

            if (Input.GetAxisRaw("Vertical") > 0 || Input.GetAxisRaw("Vertical") < -0f)
            {
                //transform.Translate(new Vector3(0f, Input.GetAxisRaw("Vertical") * moveSpeed * Time.deltaTime, 0f));
                myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, Input.GetAxisRaw("Vertical") * moveSpeed);
                playerMoving         = true;
                lastMove             = new Vector2(0f, Input.GetAxisRaw("Vertical"));
            }

            if (Input.GetAxisRaw("Horizontal") < 0.5f && Input.GetAxisRaw("Horizontal") > -0.5f)
            {
                myRigidbody.velocity = new Vector2(0f, myRigidbody.velocity.y);
            }

            if (Input.GetAxisRaw("Vertical") < 0.5f && Input.GetAxisRaw("Vertical") > -0.5f)
            {
                myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, 0f);
            }

            if (Input.GetKeyDown(KeyCode.F))
            {
                attackTimeCounter    = attackTime;
                attacking            = true;
                myRigidbody.velocity = Vector2.zero;
                anim.SetBool("PlayerAttacking", true);
                sfxMan.swordSwing.Play();
            }
        }
        if (attackTimeCounter > 0)
        {
            attackTimeCounter -= Time.deltaTime;
        }

        if (attackTimeCounter <= 0)
        {
            attacking = false;
            anim.SetBool("PlayerAttacking", false);
        }

        anim.SetFloat("MoveX", Input.GetAxisRaw("Horizontal"));
        anim.SetFloat("MoveY", Input.GetAxisRaw("Vertical"));
        anim.SetBool("PlayerMoving", playerMoving);
        anim.SetFloat("LastMoveX", lastMove.x);
        anim.SetFloat("LastMoveY", lastMove.y);
    }