コード例 #1
0
    /// <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;
        }
    }
コード例 #2
0
    // 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;
        }
    }
コード例 #3
0
    /// <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> ();
    }
コード例 #4
0
    /// <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;
        }
    }
コード例 #5
0
 public void FadeScreen()
 {
     ScreenFader.FadeScreen();
 }