コード例 #1
0
 private void onStartGame(GeneralEvent e)
 {
     _fader.FadeOut(FADE_TIME, () =>
     {
         _onComplete(JamStateType.LOAD_GAMEPLAY);
     });
 }
コード例 #2
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 public void Pause()
 {
     Time.timeScale = 0;
     Show(pauseText);
     Show(pauseMenu);
     fader.FadeOut(fadeDuration, alpha);
 }
コード例 #3
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    /// <summary>
    /// Scene을 불러옵니다.
    /// </summary>
    void Load()
    {
        _loading = true;
        _seSources[1].Play();

        // 페이드 아웃을 진행합니다.
        _fader.FadeOut(1);
    }
コード例 #4
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ファイル: PassAndPlaySetupState.cs プロジェクト: Xaer033/tuck
    private void onStartGame()
    {
        Singleton.instance.sessionFlags.gameContext = _createGameContext();

        _fader.FadeOut(0.35f, () =>
        {
            _stateMachine.ChangeState(TuckState.PASS_PLAY_GAMEPLAY);
        });
    }
コード例 #5
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ファイル: HUD.cs プロジェクト: KianBennett/Etherium
 public void Restart()
 {
     GameManager.quitting = true;
     screenFader.FadeOut(delegate {
         SceneManager.LoadScene("GameScene");
     }, 0.5f);
     Time.timeScale = 1;
     screenFader.CanvasGroup.blocksRaycasts = true;
 }
コード例 #6
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    private void onGoToMainMenu()
    {
        Singleton.instance.networkManager.Disconnect();

        _fader.FadeOut(0.35f, () =>
        {
            _stateMachine.ChangeState(TacoTuesdayState.MAIN_MENU);
        });
    }
コード例 #7
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    public void GenereteMap()
    {
        _currentLevel++;

        _player.SetTurn(false);

        _fader.FadeOut(_currentLevel);

        UpdateLevel();

        _proceduralBoard.GenerateMap();

        GetRoguesAtScene();
    }
コード例 #8
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    /// <summary>
    /// 불러오기 코루틴입니다.
    /// </summary>
    /// <returns>불러오기 코루틴 반복자입니다.</returns>
    IEnumerator LoadMain()
    {
        // 비동기 불러오기를 시작합니다.
        AsyncOperation async = SceneManager.LoadSceneAsync(_loadingLevelName);

        // 비동기 불러오기가 완료될 때까지 fader의 동작을 관리합니다.
        while (async.isDone == false)
        {
            if (async.progress >= 0.9f)
            {
                break;
            }
            else if (_fadeRequested == false)
            {
                if (async.progress >= 0.6f)
                {
                    fader.FadeOut();
                    _fadeRequested = true;
                }
            }

            /// _text.text = async.progress.ToString();
            yield return(null);
        }

        /// _text.text = "Load Ended!";
        SceneManager.LoadScene(_loadingLevelName);
    }
コード例 #9
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ファイル: MainMenu.cs プロジェクト: KianBennett/Etherium
 public void Play()
 {
     screenFader.FadeOut(delegate {
         SceneManager.LoadScene("GameScene");
     }, 0.5f);
     screenFader.CanvasGroup.blocksRaycasts = true;
 }
コード例 #10
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    public IEnumerator LoadScene(string level)
    {
        ScreenFader sf        = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>();
        GameObject  bgm       = GameObject.FindGameObjectWithTag("BGM");
        float       startTime = Time.realtimeSinceStartup;

        if (bgm != null)
        {
            bgm.GetComponent <BGMControl>().FadeOut(fadeDuration);
        }

        sf.FadeOut(fadeDuration);

        while (Time.realtimeSinceStartup < startTime + fadeDuration)
        {
            yield return(null);
        }

        SceneManager.LoadScene(level, LoadSceneMode.Single);
        sf.FadeIn(fadeDuration);
        isLoading = false;

        if (Time.timeScale != 1)
        {
            Time.timeScale = 1;
        }
    }
コード例 #11
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    private void Death(bool doDestroy)   // no need to handle the non destructive death, since it never happens
    {
        OnDeath?.Invoke();

        anim.SetBool("isDead", true);
        pc.StopControl();
        Debug.Log("stopped control");
        rb.velocity = Vector2.zero; //prevent sliding
        coroutines.WaitThenExecute(1f, () => {
            sf.FadeIn();
        });
        coroutines.WaitThenExecute(2f, () => {
            hs.FullHealth();
            tr.position = respawnPoint;
        });
        coroutines.WaitThenExecute(3f, () => {
            sf.FadeOut();
        });
        coroutines.WaitThenExecute(3.5f, () => {
            anim.SetBool("isDead", false);
        });
        coroutines.WaitThenExecute(3.8f, () => {
            pc.RegainControl();
            Debug.Log("regained control");
        });
        //TODO finesse this
    }
コード例 #12
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 public void OnEnter()
 {
     ScreenFader.FadeOut();
     GameConductor.FreezePlayer();
     MusicBox.ChangeMusic((int)Song.Final);
     MusicBox.Instance.FadeInTrack(1);
     CreditRoller.RollCredits();
 }
コード例 #13
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    public void LoadMenu(ScreenFader screenFader)
    {
        if (m_LoadMenuAction == null)
        {
            UpdateActions();
        }

        screenFader.FadeOut(m_LoadMenuAction);
    }
コード例 #14
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    public void ReloadLevel(ScreenFader screenFader)
    {
        if (m_LoadLevelAction == null)
        {
            UpdateActions();
        }

        screenFader.FadeOut(m_LoadLevelAction);
    }
コード例 #15
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        public IEnumerator StoryForDay(int day)
        {
            // fade to black

            var x = fader.FadeOut(4);

            while (x.MoveNext())
            {
                yield return(null);
            }

            var text = new string[] {};

            switch (day)
            {
            case 0:
                text = new[]
                { "Illumination",
                  "The Nine Hundred and Ninety Seventh Night",
                  "Scheherazade stands in the middle of the courtyard with lifeless eyes.",
                  "You stare at her hopelessly, wondering if she would say another word to finish her hanging thought-",
                  "But as always, the morning overtakes her and she remains silent." };
                break;

            case 1:
                text = new[]
                { "The Nine Hundred and Ninety Eighth Night",
                  "Scheherazade stands in the middle of the courtyard.",
                  "\"It's morning. I must go to sleep.\"",
                  "She won't look at you." };
                break;

            case 2:
                break;

            case 3:
                break;

            default:
                break;
            }
            yield return(DisplayText(text, fullTele, true));

            yield return(new WaitForSeconds(2));

            fullTele.Clear();


            x = fader.FadeIn(4);
            while (x.MoveNext())
            {
                yield return(null);
            }

            yield return(DisplayText(new[] { "The Nine Hundred and Ninety Eighth Day", "" }, fullTele, true));
        }
コード例 #16
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 // UI Button
 public void ReloadLevel()
 {
     if (sceneReference != null)
     {
         sceneReference.ReloadLevel(screenFader);
     }
     else
     {
         screenFader.FadeOut(() => SceneManager.LoadSceneAsync(gameObject.scene.buildIndex));
     }
 }
コード例 #17
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        private IEnumerator LoadLevelSequence(LevelInfo levelInfo)
        {
            SoundManager.PlaySound(_sfxStartLevel);
            LevelProgress.CreateNewProgressData(levelInfo.DisplayName, levelInfo.SceneName, levelInfo.LevelRewards, levelInfo.HighestWaveDefeated);
            Save();
            Debug.Log("--- Overworld: Exit ---");

            yield return(new WaitForSeconds(_screenFader.FadeOut()));

            SceneManager.LoadScene(levelInfo.SceneName);
        }
コード例 #18
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    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Alpha9))
        {
            m_ScreenFader.FadeIn();
        }

        if (Input.GetKeyDown(KeyCode.Alpha0))
        {
            m_ScreenFader.FadeOut();
        }

        if (Input.GetKeyDown(KeyCode.Alpha7))
        {
            FadeAndLoadScene("Stage01");
        }

        if (Input.GetKeyDown(KeyCode.Alpha8))
        {
            FadeAndLoadScene("Stage02");
        }
    }
コード例 #19
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    // Corotina para aplicar fade out e fechar o jogo
    public IEnumerator ExitGame()
    {
        ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>();

        sf.FadeOut(fadeDuration);
        yield return(new WaitForSeconds(fadeDuration));

        //Diretiva de compilação para verificar se o jogo está rodando no editor da Unity
#if UNITY_EDITOR
        UnityEditor.EditorApplication.isPlaying = false;
#else
        Application.Quit();
#endif
    }
コード例 #20
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 public void NextScene(string sceneName)
 {
     screenFader.FadeOut(() => {
         if (sceneName[0] == '_')
         {
             PrepareScene = sceneName.Substring(1);
             SceneManager.LoadScene("Loading");
         }
         else
         {
             SceneManager.LoadScene(sceneName);
         }
     }, true);
 }
コード例 #21
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ファイル: MainGameState.cs プロジェクト: zr3/the-deja-brew
 public void OnExit()
 {
     if (GameConductor.IsSleeping)
     {
         MusicBox.ChangeMusic(Song.Intro.ToInt());
         ScreenFader.FadeOut();
         NextState = new IntroState(GameConductor.GetDayCard());
         GameConductor.IsSleeping = false;
     }
     else
     {
         NextState = new OblexState();
     }
 }
コード例 #22
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 void Dying()
 {
     StartCoroutine(ScreenFader.FadeOut());
     animator.SetBool("isDrowning", false);
     animator.SetTrigger("Die");
     Camera.main.GetComponent <CameraMovement>().target = null;
     GetComponent <CircleCollider2D>().enabled          = false;
     isDead      = true;
     rb.velocity = new Vector2(0f, dieFallSpeed);
     Camera.main.GetComponent <CameraMovement>().PlayBubblesSound();
     FinishCanvasThing.SetActive(true);
     //GameObject.FindGameObjectWithTag("ScoreScreen").SetActive(true);
     StartCoroutine(CountScore.Activate(CollectableSystem.instance.score));
 }
コード例 #23
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 public IEnumerator FadeTransition(string direction)
 {
     if (direction == "In")
     {
         yield return(fader.FadeIn());
     }
     else if (direction == "Out")
     {
         yield return(fader.FadeOut());
     }
     else
     {
         throw new System.Exception("Error: " + direction + " is not a defined direction");
     }
 }
コード例 #24
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    // Corotina para sincronizar o fade in/out com o carregamento da cena
    public IEnumerator LoadScene(string scene)
    {
        if (GameObject.FindGameObjectWithTag("BGM") != null)
        {
            GameObject.FindGameObjectWithTag("BGM").GetComponent <BGMControl>().FadeOut();
        }
        ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>();

        sf.FadeOut(fadeDuration);
        yield return(new WaitForSeconds(fadeDuration));

        SceneManager.LoadScene(scene, LoadSceneMode.Single);
        sf.FadeIn(fadeDuration);
        isLoading = false;
    }
コード例 #25
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    public void Play()
    {
        // Set all buttons to non-interactable so they can't be clicked during fade
        foreach (Button button in buttons)
        {
            button.interactable = false;
        }
        AudioManager.instance.PlayButtonClick();
        AudioManager.instance.FadeOutMusic();

        screenFader.FadeOut(delegate
        {
            SceneManager.LoadScene("TownScene");
        });
    }
コード例 #26
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    private IEnumerator LoadRoomCO(int roomCode)
    {
        currentRoom    = roomCode;
        Time.timeScale = 0;

        if (fader != null)
        {
            Time.timeScale = 0;
            yield return(fader.FadeOut());

            Time.timeScale = 1;
        }
        SceneManager.LoadScene(scenes[roomCode]);
        yield return(OnRoomLoad());
    }
コード例 #27
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    public void interact()
    {
        if (switchesScene)
        {
            NextScene();
        }

        else
        {
            sf.FadeIn();
            coroutines.WaitThenExecuteAction(1f, () => {
                OnEnterNoSwitch.Invoke();
                sf.FadeOut();
            });
        }
    }
コード例 #28
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    private IEnumerator ToggleLoadingScreenRoutine(bool enable)
    {
        yield return(null);

        if (enable)
        {
            _loadingScreenGroup.gameObject.SetActive(true);
            yield return(ScreenFader.FadeIn(_loadingScreenGroup));
        }
        else
        {
            yield return(ScreenFader.FadeOut(_loadingScreenGroup));

            _loadingScreenGroup.gameObject.SetActive(false);
        }
    }
コード例 #29
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    //Starts the game when start button is clicked
    public void sceneTransition(int x)
    {
        //Grabs screen fader object and component
        faderObject.SetActive(true);
        fade = faderObject.GetComponent <ScreenFader> ();

        /*//Music and SFX for the transition here
         * sfx.Stop();
         * sfx2.clip = fadeOut;
         * sfx2.Play ();
         * music.Stop ();*/

        //This causes the scene transition; see the
        //"ScreenFader" class for more info
        fade.FadeOut(x);
    }
コード例 #30
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    IEnumerator OnTriggerEnter2D(Collider2D other)
    {
        if (inTransition == false)
        {
            other.GetComponent <PlayerMovement>().freeze = true;
            ScreenFader af = GameObject.FindWithTag("Fader").GetComponent <ScreenFader> ();
            yield return(StartCoroutine(af.FadeOut()));


            target.GetComponent <Warp>().inTransition = true;
            other.gameObject.transform.position       = target.position;
            Camera.main.transform.position            = target.position;

            yield return(StartCoroutine(af.FadeIn()));
        }
    }