void Start() { Life = maximumLife; ConfigureLifeBar(); _fader = GameObject.FindGameObjectWithTag("Fader").GetComponent<ScreenFader>(); }
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>(); }
void Awake() { _timer = levelTime; _ui = GetComponent<GameUI>(); _fader = GameObject.FindGameObjectWithTag(Tags.ScreenFader).GetComponent<ScreenFader>(); StartCoroutine(_fader.StartLevel()); SetupCollisionLayers(); }
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); }
void Start() { sf = GameObject.FindGameObjectWithTag ("Fader").GetComponent<ScreenFader> (); deathBool = false; aliveBool = true; var sources = GetComponents<AudioSource> (); mainSong = sources [0]; bossSong = sources [1]; }
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>(); }
// 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); }
void Awake() { if (!instance) { instance = this; } guiTexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); FadeToClear(); }
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 ()); }
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); }
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()); }
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)); }
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() ); } }
// 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); } }
// 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"; } }
private void Awake() { screenFader = ScreenFader.Instance; }
void OnDestroy() { instance = null; }
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); }
/// <summary> /// Start this instance. /// </summary> void Start() { _gameState = GameState.WAITING; _screenFader = new ScreenFader(); }
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; }
// Use this for initialization private void Start () { mainCam = GetComponentInChildren<Camera>(); BeginGame(); screenFader = GetComponentInChildren<ScreenFader>(); }
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; }
// Use this for initialization void Start() { fader = GetComponent<ScreenFader>(); fader.Fade(1f, 0f, 0.3f); }
// Use this for initialization void Start() { screenfader = FindObjectOfType <ScreenFader> (); resourceMining = GameObject.FindObjectOfType <ResourceMining> (); }
void Start() { fader = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); txtUpdater = GetComponent <TextUpdater>(); txtUpdater.UpdateText(gameObject); }
public static void Create() { ScreenFader controllerPrefab = Resources.Load <ScreenFader> ("ScreenFader"); s_Instance = Instantiate(controllerPrefab); }
private void Awake() { instance = this; }
public void Awake() { gt = GetComponent<GUITexture>(); gt.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); instance = this; }
// Use this for initialization void Start() { _fader = GetComponent <ScreenFader> (); StartCoroutine(waitingBeforeFading(_timeBeforeFade)); }
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; }
void Start() { SetBallMaterial(); cachedTime = new TimeSpan(0); Scores = new List<LevelScore>(); screenFader = FindObjectOfType<ScreenFader>(); }
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; }
// Use this for initialization void Start() { anim = GetComponent<Animator>(); sf = this; }
void Awake() { instance = GetComponent <ScreenFader> (); }
// Use this for initialization void Awake() { text = GetComponentInChildren<Text>(); fader = GameObject.FindGameObjectWithTag("Fader").GetComponent<ScreenFader>(); }
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); }
void Start() { teleporter = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <TeleportRaycaster>(); fader = GameObject.FindGameObjectWithTag("Fade").GetComponent <ScreenFader>(); }
// Use this for initialization void Start() { screenFader = GameObject.FindWithTag("ScreenFader").GetComponent <ScreenFader>(); screenFader.FadeFromBlack(1f); }
void Awake() { instance = this; }
void Awake() { screenFader = GetComponent <ScreenFader> (); textoCanvas = GameObject.FindGameObjectWithTag("TextCanvas").GetComponent <Text> (); }
// 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; }
string[] nightscenes; // List of scenes that "occur" at night. void Awake() { pc = GameObject.Find("Player").GetComponent <PlayerController>(); gm = GetComponent <GameManager>(); sf = GetComponent <ScreenFader>(); }
// Use this for initialization void Start() { fader = GetComponent <ScreenFader>(); fader.Fade(1f, 0f, 0.3f); }
void Awake() { Instance = this; _cg = GetComponent<CanvasGroup>(); }
private void DebugCamEffect2() { ScreenFader sf = GameObject.Find("Main Camera").GetComponent <ScreenFader>(); sf.StartFadeOut(); }
private IEnumerator RestartGame() { yield return(new WaitForSeconds(10)); ScreenFader.FadeOutThen(() => SceneManager.LoadScene("game")); }
// Use this for initialization private void Start() { mainCam = GetComponentInChildren <Camera>(); BeginGame(); screenFader = GetComponentInChildren <ScreenFader>(); }
void Awake() { Instance = this; _cg = GetComponent <CanvasGroup>(); }
// Use this for initialization void Start() { timeStart = Time.time; screenFader = GameObject.FindGameObjectWithTag ("FadeImg").GetComponent<ScreenFader>(); NotificationCenter.DefaultCenter.AddObserver(this,"Explode"); }
public static void Create() { GameObject gameObject = new GameObject("ScreenFader"); s_Instance = gameObject.AddComponent <ScreenFader>(); }
void Awake() { audioSource = GetComponentInChildren<AudioSource>(); screenFader = GameObject.FindGameObjectWithTag("Fader").GetComponent<ScreenFader>(); playerController = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>(); }
private void Construct(SceneController sceneController, ScreenFader screenFader) { _sceneController = sceneController; _screenFader = screenFader; }
void Awake() { S = this; imageToWork = GetComponent<Image>(); }
// 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); }
void Awake() { S = this; thisImage = GetComponent<Image>(); thisImage.color = initialColor; }
private void Awake() { screenFader = GetComponent <ScreenFader>(); }
private void Impact() { ScreenFader.SetColor(Color.clear); GenGameEnd.EndGameDialogMessage("GameOverPlanetkillerImpact".Translate(Find.World.info.name), allowKeepPlaying: false, FadeColor); }
// 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); }