/// <summary> /// Update this instance. /// </summary> void Update() { switch (_gameState) { case GameState.MOVIE_PLAYING: if (!_movieTexture.isPlaying) { _gameState = GameState.START_FADE; } break; case GameState.START_FADE: StartCoroutine(_screenFader.FadeScreen(_fadeOutUIImage, ScreenFader.FadeType.FADE_OUT, 2.0f)); _gameState = GameState.END_FADE; break; case GameState.END_FADE: if (!_screenFader.IsFading()) { _gameState = GameState.LOAD_NEXT_SCENE; } break; case GameState.LOAD_NEXT_SCENE: SceneManager.LoadScene("scene_0000"); _gameState = GameState.LOADING_SCENE; break; } }
// Update is called once per frame void Update() { switch (_gameState) { case GameState.START_FADE: StartCoroutine(_screenFader.FadeScreen(_fadeImage, ScreenFader.FadeType.FADE_IN, 5.0f)); _gameState = GameState.END_FADE; break; case GameState.END_FADE: if (!_screenFader.IsFading()) { _gameState = GameState.START_TEXT_FADE; } break; case GameState.START_TEXT_FADE: StartCoroutine(FadeTitle(_worldMapText, ScreenFader.FadeType.FADE_IN, 2.0f)); _gameState = GameState.END_TEXT_FADE; break; case GameState.END_TEXT_FADE: if (!_isFading) { _gameState = GameState.ACTIVATE_SCREEN; } break; case GameState.ACTIVATE_SCREEN: Cursor.lockState = CursorLockMode.None; Cursor.visible = true; _gameState = GameState.DONE; break; } }
/// <summary> /// Init this instance. /// </summary> private IEnumerator Init() { controller.TurnOrderController.SortTurnOrder(controller.TurnOrderController.GetTurnOrderCollection().Primary); controller.ShowCursorAndTileSelector(false); ScreenFader screenFader = controller.ScreenFader; StartCoroutine(screenFader.FadeScreen(controller.FadeOutUIImage, ScreenFader.FadeType.FADE_IN, FADE_IN_DURATION)); yield return(new WaitForSeconds(FADE_IN_DURATION)); controller.ChangeState <DisplayMissionObjectivesState> (); }
/// <summary> /// Update this instance. /// </summary> void Update() { switch (_gameState) { case GameState.START_FADE: Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; StartCoroutine(_screenFader.FadeScreen(_fadeImage, ScreenFader.FadeType.FADE_OUT, 2.0f)); _gameState = GameState.END_FADE; break; case GameState.END_FADE: if (!_screenFader.IsFading()) { _gameState = GameState.LOAD_NEXT_SCENE; } break; case GameState.LOAD_NEXT_SCENE: SceneManager.LoadScene("ExampleScene"); _gameState = GameState.WAITING; break; } }
public void FadeScreen() { ScreenFader.FadeScreen(); }