コード例 #1
0
    void Start()
    {
        fade = GameObject.FindGameObjectWithTag("Fader").GetComponent<ScreenFade>();
        guiText = GameObject.Find("Text").GetComponent<GUIText>();

        StartCoroutine(manageTextInput());
    }
コード例 #2
0
    // Use this for initialization
    void Start ()
    {
		//JUSTIN
		healthBar = GameObject.Find("BossHealthBar").GetComponent<RectTransform>();
		healthBarOrigin = healthBar.localPosition;
		maxHealth = health;
		if(name == "TermiteQueenBoss")
		{
			health = 1;
			StartCoroutine(handleHealthSpinup());
		}
		//JUSTIN

		if(fadeScript == null)
		{
        	fadeScript = GameObject.FindObjectOfType<ScreenFade>();
		}
		if (fadeScript != null && fadeScript.gameObject.activeSelf)
        {
            fadeScript.StartCoroutine(fadeScript.FadeFromBlack());
        }
        meshList = GetComponentsInChildren<MeshRenderer>();
        skinnedMeshList = GetComponentsInChildren<SkinnedMeshRenderer>();
        phase = 0;
        maxPhase = healthThresholds.Length;
        meshStartingAngle = mesh.transform.eulerAngles;
    }
コード例 #3
0
ファイル: ItemInfoButton.cs プロジェクト: redahanb/Spectral
    void Start()
    {
        canvasObject = GameObject.Find ("Canvas");
        canvasTransform = canvasObject.GetComponent<RectTransform> ();
        iconTransform = GetComponent<RectTransform> ();

        // reset canvas hierarchy so ScreenFade is always on top (masks UI/HUD on fade)
        sFader = GameObject.Find ("Screen Fade").GetComponent<ScreenFade> ();
        sFader.ResetParent ();

        pManager = GameObject.Find ("Pause Manager").GetComponent<PauseManager> ();
    }
コード例 #4
0
ファイル: GameOverControl.cs プロジェクト: ancientgods/SoG
 public void Reset()
 {
     this.xGoGoBanana = null;
     this.iGameOverCounter = 0;
     this.bHasPressed = false;
     this.liPlayersHasPressed.Clear();
     this.bGoingToRespawn = false;
     this.byEntryPoint = 0;
     this.enZoneInstead = Level.ZoneEnum.None;
     this.byZoningSpecial = 0;
     this.iRoguelike_NextEssence = 100000;
 }
コード例 #5
0
    public static int constructor(IntPtr l)
    {
        int result;

        try
        {
            ScreenFade o = new ScreenFade();
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, o);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
コード例 #6
0
    public static int IsFading(IntPtr l)
    {
        int result;

        try
        {
            ScreenFade screenFade = (ScreenFade)LuaObject.checkSelf(l);
            bool       b          = screenFade.m_luaExportHelper.IsFading();
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, b);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
コード例 #7
0
    // Use this for initialization
    void Start()
    {
        player    = GameObject.FindGameObjectWithTag("MainCamera");
        playerOrb = GameObject.Find("Orb");
        orbScript = playerOrb.GetComponent <Orb>();
        orbInd    = GameObject.Find("OrbIndicator").GetComponent <OrbIndicator>();
        orbP      = GameObject.Find("OrbParticle").GetComponent <ParticleSystem>();
        fade      = GameObject.Find("Player").GetComponent <ScreenFade>();
        fade.SetScreenOverlayColor(new Color(0, 0, 0, 0));
        orbHasClearSpace = true;
        canFire          = true;
        audioSource      = GetComponent <AudioSource>();
        //indicator2 = GameObject.Find("Particle Gravity Hole");

        // Particle fix (why does this happen).
        GameObject.Find("Particle Gravity Hole").transform.parent = orbInd.gameObject.transform;
        orbInd.Deactivate(orbInd.gameObject);
    }
コード例 #8
0
    public void Start()
    {
        // get current scene number and maximum scene index
        sceneIndex        = SceneManager.GetActiveScene().buildIndex;
        currentSceneIndex = sceneIndex;
        maxSceneIndex     = SceneManager.sceneCountInBuildSettings - 1;

        // fade in
        fadeLevel = 1;
        fadeTime  = -1;

        // create screen faders
        faders = ScreenFade.AttachToAllCameras();

        // create action handlers for next/prev scene selection
        actionNext = InputHandler.Find(actionNameNext);
        actionPrev = InputHandler.Find(actionNamePrev);
    }
コード例 #9
0
    //==============================================================================
    // MonoBehaviours
    //==============================================================================

    //==============================================================================
    public void Start()
    {
        m_GazeBase = GetComponent <GazeBase>();
        m_GazeBase.onGazeBeginCallBack += OnGazeStart;
        m_GazeBase.onGazeEndCallBack   += OnGazeEnd;
        m_ScreenFade = FindObjectOfType <ScreenFade>();
        m_isMoving   = false;
        m_isLookedAt = false;

        m_moveDirection = Vector3.zero;

        m_Camera = FindObjectOfType <OVRManager>().GetComponent <Transform>();

        if (m_text != null)
        {
            m_text.GetComponent <Renderer>().enabled = false;
        }
    }
コード例 #10
0
ファイル: SceneControl.cs プロジェクト: heyjoeway/ICBINS1
    public void StartScene(string scenePath)
    {
        ScreenFade screenFade = Instantiate(
            Constants.Get <GameObject>("prefabScreenFadeOut"),
            Vector3.zero,
            Quaternion.identity
            ).GetComponent <ScreenFade>();

        screenFade.stopTime   = true;
        screenFade.onComplete = () => {
            AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(
                scenePath,
                LoadSceneMode.Single
                );
            asyncLoad.allowSceneActivation = true;
        };
        enabled = false;
    }
コード例 #11
0
    private void Update( )
    {
        if (screenFade == ScreenFade.Default)
        {
            return;
        }
        else
        {
            Color color = mat.GetColor("_FadeToColor");
            if (screenFade == ScreenFade.FadeToBlack)
            {
                if (color.r > 0.0f)
                {
                    float offset = 0.5f * Time.deltaTime;
                    color.r -= offset;
                    color.g -= offset;
                    color.b -= offset;

                    mat.SetColor("_FadeToColor", color);
                }
                else
                {
                    screenFade = ScreenFade.Default;
                    GameLord.instance.OnBlackout( );
                }
            }
            else if (screenFade == ScreenFade.FadeFromBlack)
            {
                if (color.r < 1.0f)
                {
                    float offset = 0.5f * Time.deltaTime;
                    color.r += offset;
                    color.g += offset;
                    color.b += offset;

                    mat.SetColor("_FadeToColor", color);
                }
                else
                {
                    screenFade = ScreenFade.Default;
                }
            }
        }
    }
コード例 #12
0
    public static int set_m_image(IntPtr l)
    {
        int result;

        try
        {
            ScreenFade screenFade = (ScreenFade)LuaObject.checkSelf(l);
            Image      image;
            LuaObject.checkType <Image>(l, 2, out image);
            screenFade.m_luaExportHelper.m_image = image;
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
コード例 #13
0
    public static int set_m_color(IntPtr l)
    {
        int result;

        try
        {
            ScreenFade screenFade = (ScreenFade)LuaObject.checkSelf(l);
            Color      color;
            LuaObject.checkType(l, 2, out color);
            screenFade.m_luaExportHelper.m_color = color;
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
コード例 #14
0
    public static int Update(IntPtr l)
    {
        int result;

        try
        {
            ScreenFade screenFade = (ScreenFade)LuaObject.checkSelf(l);
            float      dt;
            LuaObject.checkType(l, 2, out dt);
            screenFade.Update(dt);
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
コード例 #15
0
        private void Initialize()
        {
            ResetLevelManager();

            if (!IsMenuScene())
            {
                AssignPlayerComponents();
                AssignLastEnemyComponents();

                // Find inactive GameObjects
                GameObject transitionCanvas = GameObject.Find(Names.TransitionCanvas);
                victoryText = transitionCanvas.transform.Find(Names.VictoryText).gameObject;
                defeatText  = transitionCanvas.transform.Find(Names.DefeatText).gameObject;

                screenFade = UnityEngine.Camera.main.GetComponent <ScreenFade>();
                screenFade.SetScreenFade(false);
            }

            PlayThemeSong();
        }
コード例 #16
0
        private void ReloadLobby()
        {
            this.CachedRoomList.Clear();
            CreateGui();

            if (PhotonNetwork.InRoom)
            {
                PhotonNetwork.LeaveRoom();

                NetworkManager.Instance.WhenConnectedToMaster(this, () =>
                {
                    PhotonNetwork.JoinLobby();
                    ScreenFade.FadeIn();
                });
            }
            else
            {
                PhotonNetwork.JoinLobby();
                ScreenFade.FadeIn();
            }
        }
コード例 #17
0
        public override void Init()
        {
            Input.On(Control.Start, NavigateToMainMenu);
            Input.On(Control.Select, NavigateToMainMenu);
            Add(new ScreenClickable(NavigateToMainMenu));

            var anim1 = new ScreenFade {
                Duration = TimeSpan.FromSeconds(3.4), FromAlpha = 255, ToAlpha = 0
            };
            var anim2 = new ScreenFade {
                Duration = TimeSpan.FromSeconds(1), FromAlpha = 0, ToAlpha = 0
            };
            var anim3 = new ScreenFade {
                Duration = TimeSpan.FromSeconds(1), FromAlpha = 0, ToAlpha = 255
            };

            Add(new CenteredRawImage(_logoImage));
            Add(anim1);
            Add(anim2);
            Add(anim3);
            anim1.Start(() => anim2.Start(() => anim3.Start(NavigateToMainMenu)));
        }
コード例 #18
0
    // Update is called once per frame
    void Update()
    {
        hit = Physics.RaycastAll(transform.position, (target.transform.position - transform.position).normalized,
                                 Vector3.Distance(target.transform.position, transform.position), 1);
        for (int i = 0; i < hit.Length; i++)
        {
            ScreenFade temp = hit[i].collider.gameObject.GetComponent <ScreenFade>();
            if (temp)
            {
                temp.amount = hit.Length;
                temp.timer  = 0;
            }
        }

        // to modify the camera positions until they are right these are both in update
        // set the camera rotation to the desired rotation
        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(Angle), Time.deltaTime);
        //transform.rotation.eulerAngles.Set(Angle.x,Angle.y,Angle.z);
        // set the camera position to the player position + an offset where the player is assumed to be the parent

        transform.position = Vector3.Lerp(transform.position, target.transform.position + offset, Time.deltaTime);
    }
コード例 #19
0
    public static int FadeOut(IntPtr l)
    {
        int result;

        try
        {
            ScreenFade screenFade = (ScreenFade)LuaObject.checkSelf(l);
            float      time;
            LuaObject.checkType(l, 2, out time);
            Color color;
            LuaObject.checkType(l, 3, out color);
            Action onEnd;
            LuaObject.checkDelegate <Action>(l, 4, out onEnd);
            screenFade.FadeOut(time, color, onEnd);
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
コード例 #20
0
    protected override void Update(GameTime gameTime)
    {
        HandleInput();
        multiplayerManager.Update(gameTime);
        gameStateManager.Update(gameTime);
        ScreenFade.Update(gameTime);
        if (quitGame)
        {
            Exit();
            return;
        }
        if (newChanges && !FullScreen)
        {
            FullScreen = true;
            newChanges = false;
        }
        else if (newChanges && FullScreen)
        {
            FullScreen = false;
            newChanges = false;
        }
        int outputx = 0;

        for (int i = output.Count - 1; i >= 0; i--)
        {
            output[i].Update(gameTime);
            if (output[i].Timer <= 0)
            {
                output.RemoveAt(i);
            }
            else
            {
                output[i].Position = new Vector2(60, outputx);
                outputx           += 30;
            }
        }
    }
コード例 #21
0
    //-----------------------------------------------------------------------------
    // OnGUI
    //-----------------------------------------------------------------------------

//	void OnGUI(){
//		//draw buttons:
//		DrawFadeButton();
//		DrawCameraFlashButton();
//		DrawInjuryButton();
//	}

    //-----------------------------------------------------------------------------
    // Private Methods
    //-----------------------------------------------------------------------------

    void DrawFadeButton()
    {
        //decide text to display on the button based on state of fadeDirection:
        string fadeText = fadeDirection ? "down" : "up";

        if (GUILayout.Button("Fade " + fadeText))
        {
            //set type of fadeDirection:
            currentFadeType = FadeType.Fade;

            //toggle state of fadeDirection:
            fadeDirection = !fadeDirection;

            //fade up or down based on state of fadeDirection:
            if (fadeDirection)
            {
                ScreenFade.Fade(Color.black, ScreenFade.CurrentAlpha, 1, 1, 0, false);
            }
            else
            {
                ScreenFade.Fade(Color.black, ScreenFade.CurrentAlpha, 0, 1, 0, false);
            }
        }
    }
コード例 #22
0
ファイル: Game1.cs プロジェクト: ArizonaIcedOut/Digital-Derby
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            graphics.PreferredBackBufferWidth  = Globals.ScreenWidth;
            graphics.PreferredBackBufferHeight = Globals.ScreenHeight;
            IsMouseVisible = true;
            graphics.ApplyChanges();

            // TODO: use this.Content to load your game content here

            blankRecImg = Content.Load <Texture2D>("Assets/blankrec");
            bigFont     = Content.Load <SpriteFont>("Assets/bigfont");

            plaques = new Dictionary <string, Texture2D> {
                { "123", Content.Load <Texture2D>("Assets/correct1st2nd3rd") },
                { "12", Content.Load <Texture2D>("Assets/correct1st2nd") },
                { "13", Content.Load <Texture2D>("Assets/correct1st3rd") },
                { "23", Content.Load <Texture2D>("Assets/correct2nd3rd") },
                { "1", Content.Load <Texture2D>("Assets/correct1st") },
                { "2", Content.Load <Texture2D>("Assets/correct2nd") },
                { "3", Content.Load <Texture2D>("Assets/correct3rd") }
            };

            betsImg = Content.Load <Texture2D>("Assets/bets");

            betButtons = new List <Button> {
                new Button(blankRecImg, new Rectangle(75, 300, 100, 100)),
                new Button(blankRecImg, new Rectangle(225, 300, 100, 100)),
                new Button(blankRecImg, new Rectangle(375, 300, 100, 100)),
                new Button(blankRecImg, new Rectangle(525, 300, 100, 100)),
                new Button(blankRecImg, new Rectangle(675, 300, 100, 100)),
                new Button(blankRecImg, new Rectangle(825, 300, 100, 100))
            };

            startBtn = new Button(blankRecImg, new Rectangle(450, 500, 150, 100));

            horseAniImg = new List <Texture2D> {
                Content.Load <Texture2D>("Assets/horse1ani"),
                Content.Load <Texture2D>("Assets/horse2ani"),
                Content.Load <Texture2D>("Assets/horse3ani"),
                Content.Load <Texture2D>("Assets/horse4ani"),
                Content.Load <Texture2D>("Assets/horse5ani"),
                Content.Load <Texture2D>("Assets/horse6ani")
            };

            placeImg = new List <Texture2D> {
                Content.Load <Texture2D>("Assets/1st"),
                Content.Load <Texture2D>("Assets/2nd"),
                Content.Load <Texture2D>("Assets/3rd"),
                Content.Load <Texture2D>("Assets/4th"),
                Content.Load <Texture2D>("Assets/5th"),
                Content.Load <Texture2D>("Assets/6th")
            };

            placeBets = Content.Load <Texture2D>("Assets/placeyourbets");

            logo = Content.Load <Texture2D>("Assets/logo");

            buttons = new List <Texture2D> {
                Content.Load <Texture2D>("Assets/bet"),
                Content.Load <Texture2D>("Assets/race"),
                Content.Load <Texture2D>("Assets/menu")
            };

            bg = Content.Load <Texture2D>("Assets/bg");

            horseAni = new List <Animation> {
                new Animation(horseAniImg[0], 4, 1, 4, 1, 2, Animation.ANIMATE_FOREVER, 10, new Vector2(0, 0), 1, true),
                new Animation(horseAniImg[1], 4, 1, 4, 1, 2, Animation.ANIMATE_FOREVER, 10, new Vector2(0, 0), 1, true),
                new Animation(horseAniImg[2], 4, 1, 4, 1, 2, Animation.ANIMATE_FOREVER, 10, new Vector2(0, 0), 1, true),
                new Animation(horseAniImg[3], 4, 1, 4, 1, 2, Animation.ANIMATE_FOREVER, 10, new Vector2(0, 0), 1, true),
                new Animation(horseAniImg[4], 4, 1, 4, 1, 2, Animation.ANIMATE_FOREVER, 10, new Vector2(0, 0), 1, true),
                new Animation(horseAniImg[5], 4, 1, 4, 1, 2, Animation.ANIMATE_FOREVER, 10, new Vector2(0, 0), 1, true)
            };

            scrollBg = new ScrollingBg(bg);

            screenFade = new ScreenFade();

            finishLine = Content.Load <Texture2D>("Assets/finish");

            inMenu = true;

            pauseTime = new List <Texture2D> {
                Content.Load <Texture2D>("Assets/1"),
                Content.Load <Texture2D>("Assets/2"),
                Content.Load <Texture2D>("Assets/3")
            };

            Reset();
        }
コード例 #23
0
ファイル: Door.cs プロジェクト: redahanb/Spectral
    // Use this for initialization
    void Start()
    {
        alert = GameObject.Find("Alert System").GetComponent<AlertManager>();

        roomX = 0;
        roomZ = 0;

        dButton = GameObject.Find("Door Button").GetComponent<DoorButton>();

        playerObject = GameObject.FindGameObjectWithTag("Player");
        level = GameObject.Find("Level").GetComponent<Level>();

        nextRoomInformation = GameObject.Find("NextRoomInfo").GetComponent<NextRoomInfo>();

        currentRoom = transform.parent.parent.parent.GetComponent<Room>();
        if(currentRoom){
            roomX = currentRoom.xIndex;
            roomZ = currentRoom.zIndex;
        }

        leftDoor 	= transform.Find("LeftDoor");
        rightDoor 	= transform.Find("RightDoor");

        closedScale = leftDoor.localScale;
        openScale = new Vector3(leftDoor.localScale.x * 0.1f, leftDoor.localScale.y, leftDoor.localScale.z);;
        targetScale = closedScale;

        leftDoorClosedPosition 	= leftDoor.transform.position;
        leftDoorOpenPosition 	= leftDoor.transform.position + (-transform.right * 0.3f);
        targetLeftDoorPosition 	= leftDoorClosedPosition;

        rightDoorClosedPosition 	= rightDoor.transform.position;
        rightDoorOpenPosition 		= rightDoor.transform.position + (transform.right * 0.3f);
        targetRightDoorPosition		= rightDoorClosedPosition;

        canvasObject = GameObject.Find("Canvas");
        sFade = GameObject.Find("Screen Fade").GetComponent<ScreenFade>();
    }
コード例 #24
0
	//JUSTIN

	// Use this for initialization
	void Start()
	{
		scoreHandle = GameObject.Find("Score").GetComponent<Score>();	//JUSTIN

		loadout = GameObject.FindGameObjectWithTag ("SaveManager").GetComponent<SavedGameManager> ().getCurrentGame ().getCurrentLoadout ();
		shrinkCollider = GetComponent<CircleCollider2D>(); 
		setLoadout ();

		hitCool = false;
		dead = false;

		//determines chassis health type
		if (chassisExterminator || chassisBooster || chassisShrink) {
			health = 3;
		} 
		else if (chassisQuick)
		{
			health = 2;
		} 
		else if (chassisFinal)
		{
			if((SceneIndex)SceneManager.GetActiveScene().buildIndex == SceneIndex.GAMEPLAY_4_2)
			{
				health = 5;
			}
			else
			{
				health = 1;
			}
		}

		//determines chassis movement speed type
		if (chassisExterminator || chassisFinal)
		{
			moveSpeed = 10f;
			precisionSpeed = 6f;
		} 
		else if (chassisBooster)
		{
			moveSpeed = 8f;
			precisionSpeed = 14f;
		} 
		else if (chassisShrink) 
		{
			moveSpeed = 6f;
			precisionSpeed = 4f;
		} 
		else if (chassisQuick)
		{
			moveSpeed = 12f;
			precisionSpeed = 8f;
		}



		hBorder = GameObject.FindGameObjectWithTag ("Border").GetComponent<HealthBorder> ();
		sf = GameObject.Find ("ScreenFade").GetComponent<ScreenFade> ();	
		hBorder.health = health;
		if (health == 5) {
			hBorder.fiveHealth = true;
		}
	}
コード例 #25
0
 private void Start( )
 {
     screenFade = ScreenFade.Default;
     mat.SetColor("_FadeToColor", Color.black);
 }
コード例 #26
0
ファイル: ScreenFade.cs プロジェクト: SimonArmstrong/Game1
 // Use this for initialization
 void Awake()
 {
     instance = this;
 }
コード例 #27
0
ファイル: LevelEnd.cs プロジェクト: redahanb/Spectral
 // Use this for initialization
 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player").transform;
     canvasTransform = GameObject.Find("Canvas").GetComponent<RectTransform>();
     endButtonTransform = GameObject.Find("Level End Button").GetComponent<RectTransform>();
     sFade = GameObject.Find("Screen Fade").GetComponent<ScreenFade>();
 }
コード例 #28
0
        public override void Update()
        {
            CheckForNewPlayers();

            m_timerMSPrevious       = m_timerMS;
            m_elapsedTimeMSPrevious = m_elapsedTime;

            if (Game.AIGameData.IsIdleAIRunning == false || m_matchState != MatchState.FirstPeriod)
            {
                m_timerMS     -= Engine.GameTime.ElapsedMS;
                m_elapsedTime += Engine.GameTime.ElapsedMS;
            }

            UpdateMatchSoundEvents();

            if (m_matchState == MatchState.Init)
            {
                if (m_elapsedTime > 0)
                {
                    m_elapsedTime = 0;
                    ChangeState(MatchState.Begin);
                }
            }

            if (m_matchState == MatchState.Begin)
            {
                if (m_elapsedTime >= m_matchBeginTimer)
                {
                    m_elapsedTime = 0;
                    ChangeState(MatchState.FirstPeriod);
                    Game.Stats.MatchStart();
                }
            }

            if (m_matchState == MatchState.FirstPeriod)
            {
                if (m_elapsedTime >= m_halfTimeDuration)
                {
                    m_elapsedTime = 0;
                    ChangeState(MatchState.HalfTime);
                }
            }
            else if (m_matchState == MatchState.HalfTime)
            {
                Ball ball = Game.GameManager.Ball;

                if (m_matchStateStep == 0 && m_elapsedTime >= m_halfTimePauseDuration[0])
                {
                    ball.BodyCmp.Body.LinearDamping += 0.005f * Engine.GameTime.ElapsedMS;

                    if (ball.Player != null || !ball.BodyCmp.Body.Awake || ball.BodyCmp.Body.LinearVelocity.LengthSquared() < 0.01f)
                    {
                        m_elapsedTime    = 0;
                        m_matchStateStep = 1;

                        ball.BodyCmp.Body.LinearDamping = ball.Parameters.Physic.LinearDamping;

                        ScreenFade screenFade = new ScreenFade();
                        Owner.Attach(screenFade);
                        screenFade.StartFade(ScreenFade.FadeType.FadeOut, 500, false);
                    }
                }
                else if (m_matchStateStep == 1 && m_elapsedTime >= m_halfTimePauseDuration[1])
                {
                    m_elapsedTime    = 0;
                    m_matchStateStep = 4;;

                    Engine.World.EventManager.ThrowEvent((int)EventId.HalfTimeTransition);

                    if (Game.GameManager.Tutorial.Enabled)
                    {
                        m_matchStateStep         = 2;
                        m_tutorialSprite.Visible = true;
                    }
                    else
                    {
                        m_matchStateStep = 4;
                        ScreenFade screenFade = Owner.FindComponent <ScreenFade>();
                        screenFade.StartFade(ScreenFade.FadeType.FadeIn, 500, true);
                    }
                }

                else if (m_matchStateStep == 2 && m_elapsedTime >= m_tutorialDisplayDuration)
                {
                    m_elapsedTime    = 0;
                    m_matchStateStep = 4;

                    m_tutorialSprite.Visible = false;
                    ScreenFade screenFade = Owner.FindComponent <ScreenFade>();
                    screenFade.StartFade(ScreenFade.FadeType.FadeIn, 1000, true);
                }

                else if (m_matchStateStep == 4 && m_elapsedTime >= m_halfTimePauseDuration[2])
                {
                    ChangeState(MatchState.SecondPeriodBegin);
                }
            }
            else if (m_matchState == MatchState.SecondPeriodBegin)
            {
                if (m_elapsedTime >= m_matchBeginTimer)
                {
                    m_elapsedTime = 0;
                    ChangeState(MatchState.SecondPeriod);
                }
            }
            else if (m_matchState == MatchState.SecondPeriod)
            {
                if (m_elapsedTime >= m_halfTimeDuration)
                {
                    m_elapsedTime = 0;
                    ChangeState(MatchState.End);
                }
            }
            else if (m_matchState == MatchState.End)
            {
                Ball ball = Game.GameManager.Ball;

                if (m_matchStateStep == 0 && m_elapsedTime >= m_endGamePauseDuration[0])
                {
                    ball.BodyCmp.Body.LinearDamping += 0.005f * Engine.GameTime.ElapsedMS;

                    if (ball.Player != null || !ball.BodyCmp.Body.Awake || ball.BodyCmp.Body.LinearVelocity.LengthSquared() < 0.01f)
                    {
                        m_elapsedTime = 0;
                        m_matchStateStep++;
                        ball.BodyCmp.Body.LinearDamping = ball.Parameters.Physic.LinearDamping;

                        ScreenFade screenFade = new ScreenFade();
                        Owner.Attach(screenFade);
                        screenFade.StartFade(ScreenFade.FadeType.FadeOut, 500, false);
                    }
                }
                else if (m_matchStateStep == 1 && m_elapsedTime >= m_endGamePauseDuration[1])
                {
                    m_elapsedTime = 0;
                    m_matchStateStep++;
                    Engine.World.EventManager.ThrowEvent((int)EventId.Victory);

                    ScreenFade screenFade = Owner.FindComponent <ScreenFade>();
                    screenFade.StartFade(ScreenFade.FadeType.FadeIn, 500, true);
                }
                else if (m_matchStateStep == 2 && m_elapsedTime >= m_endGamePauseDuration[2])
                {
                    m_elapsedTime = 0;
                    m_matchStateStep++;
                    Engine.World.EventManager.ThrowEvent((int)EventId.MatchFinalize);

                    Game.Stats.MatchEnd();
                }
            }
        }
コード例 #29
0
 private void Awake()
 {
     curr = this;
     fade = 1;
     SetColor();
 }
コード例 #30
0
ファイル: GameOver.cs プロジェクト: navignaw/ProfessorPlease
 // Use this for initialization
 void Start()
 {
     GameOverCount = gameOverCount;
     fader = GetComponent<ScreenFade>();
 }
コード例 #31
0
	static void CheckInstance(){
		if ( _instance == null ) {
			
			//create singleton:
			GameObject screenFadeGameObject = new GameObject( "Screen Fade" );
			DontDestroyOnLoad( screenFadeGameObject );
			_instance = screenFadeGameObject.AddComponent<ScreenFade>();
			
			//create texture:
			_texture = new Texture2D( 1, 1, TextureFormat.ARGB32, false );
			ChangeColor( _currentColor, false );
		}
	}
コード例 #32
0
	void OnDestroy(){
		_instance = null;
	}
コード例 #33
0
    //-----------------------------------------------------------------------------
    // Deallocation
    //-----------------------------------------------------------------------------

    void OnDestroy()
    {
        _instance = null;
    }
コード例 #34
0
ファイル: RoomTeleport.cs プロジェクト: redahanb/Spectral
    // Use this for initialization
    void Start()
    {
        //rInfo = GameObject.Find("RoomInfo").GetComponent<RoomInfo>();
        sFade = GameObject.Find("Screen Fade").GetComponent<ScreenFade>();

        //destinationRoomObject = gameObject;
        //destinationDoorObject = gameObject;

        currentRoom = transform.parent.parent.parent.GetComponent<Room> ();
        roomX = currentRoom.xIndex;
        roomZ = currentRoom.zIndex;
    }
コード例 #35
0
ファイル: LevelIndexLoader.cs プロジェクト: redahanb/Spectral
 // Use this for initialization
 void Start()
 {
     sFade = GameObject.Find("Screen Fade").GetComponent<ScreenFade>();
     sFade.FadeIn();
     Invoke("StartLoad", 2);
 }
コード例 #36
0
ファイル: PauseManager.cs プロジェクト: redahanb/Spectral
    void Start()
    {
        mainCanvas = GameObject.Find ("Canvas");
        timeScaler = GameObject.Find ("Time Manager").GetComponent<TimeScaler>();
        healthManager = GameObject.Find ("Health Manager").GetComponent<HealthManager> ();
        screenFader = GameObject.Find ("Screen Fade").GetComponent<ScreenFade> ();

        blurFX = GameObject.FindWithTag ("MainCamera").GetComponent<BlurOptimized> ();
        blurFX.enabled = false;
        pauseScreen.SetActive (false);
        failScreen.SetActive (false);

        invHUD = GameObject.Find ("HUD_Inventory").GetComponent<HUD_Inventory> ();
        healthHUD = GameObject.Find("HUD_Healthbar").GetComponent<HUD_Healthbar>();
        timeButton = GameObject.Find("Time Button");
        pauseButton = GameObject.Find ("PauseButton");
        mapButton = GameObject.Find ("Map Button");
        alertCountdown = GameObject.Find ("AlertCountdownIcon");
    }
コード例 #37
0
ファイル: ScreenFade.cs プロジェクト: Yakka/Aku
 void Awake()
 {
     globalInstance = this;
 }
コード例 #38
0
 void Start()
 {
     screenFade = GameObject.Find("ScreenFade").GetComponent <ScreenFade>();
 }
コード例 #39
0
ファイル: SimpleTutorial.cs プロジェクト: redahanb/Spectral
    // Use this for initialization
    void Start()
    {
        fader = GameObject.Find ("Screen Fade").GetComponent<ScreenFade> ();
        fader.ResetParent ();

        ResetBox ();

        startTime = Time.realtimeSinceStartup;
        boxSize 	= new Vector3 (400, 140, 0);
        cornerSize 	= new Vector3 (15, 15, 0);
        tutorialTransform = GetComponent<RectTransform> ();

        Invoke ("InterruptTutorial", 5);
    }
コード例 #40
0
ファイル: ScreenFade.cs プロジェクト: HippoAR/DemoPowerUI
 /// <summary>Fades the screen to the given colour in the given amount of time.</summary>
 public Promise fade(UnityEngine.Color col, float time)
 {
     return(ScreenFade.Fade(this, col, time));
 }
コード例 #41
0
ファイル: UpgradeArea.cs プロジェクト: redahanb/Spectral
    // Use this for initialization
    void Start()
    {
        boxCol = GetComponent<BoxCollider>();
        playerTransform = GameObject.FindGameObjectWithTag("Player").transform;

        hudInv = GameObject.Find ("HUD_Inventory").GetComponent<HUD_Inventory> ();
        cController = Camera.main.GetComponent<CameraController> ();

        Time.timeScale = 1;
        fade = GameObject.Find("Screen Fade").GetComponent<ScreenFade>();
        tintImage = GameObject.Find("Upgrade Fader").GetComponent<RawImage>();
        tintImage.color = new Color(1,1,1,0);

        instructionText 		= GameObject.Find("InstructionText").GetComponent<Text>();
        instructionText.color 	= new Color(0,0,0,0);
        activateText 			= GameObject.Find("ActivateText").GetComponent<Text>();
        activateText.color 		= new Color(0,0,0,0);
    }
コード例 #42
0
    void Start()
    {
		sf = GameObject.Find("ScreenFade").GetComponent<ScreenFade>();
        StartCoroutine("LevelLayout2");
    }
コード例 #43
0
ファイル: ScreenFade.cs プロジェクト: aristotle333/RiverRace
 void Awake()
 {
     S = this;
     rateOfChangeFloat = maxAlpha / 100f;
     waitTime          = timeToFade / 100f;
 }
コード例 #44
0
 // Use this for initialization
 void Start()
 {
     fadeIn = GetComponent <ScreenFade>();
     fadeIn.StartCoroutine("CloseWindow");
 }
コード例 #45
0
    // Use this for initialization
    void Start()
    {
        vxe = VoxelExtractionPointCloud.Instance;
        myAnim = GetComponent<Animator> ();
        auSource = GetComponent<AudioSource> ();
        screenFadeScript = playerTrans.GetComponent<ScreenFade> ();
        playerGazeScript = playerTrans.GetComponent<TutorialGaze> ();

        pocketWatch = pWatchPokeScript.gameObject;
        pWatchPokeScript.enabled = false;
        SetMeshRenderersInChildren (pocketWatch, false);

        auSource.pitch = 0.75f;
        TheSheepDog.transform.position = watchTrans.position;

        tutorialPhase = TutorialPhase.SetUpHypno;
        SetMeshRenderersInChildren (tutorialSheep, false);
        //Disable for now, will use GazeTutorial Later
        //SetMeshRenderersInChildren (gazeTutorialGameObjects, false);
        SetMainGameObjects (false);
    }
コード例 #46
0
ファイル: Sink.cs プロジェクト: conankzhang/fez
 protected override void End()
 {
     this.fade = (ScreenFade)null;
 }
コード例 #47
0
    // Use this for initialization
    void Start()
    {
        vxe = VoxelExtractionPointCloud.Instance;
        myAnim = GetComponent<Animator> ();
        auSource = GetComponent<AudioSource> ();
        screenFadeScript = playerTrans.GetComponent<ScreenFade> ();
        playerGazeScript = playerTrans.GetComponent<TutorialGaze> ();

        pocketWatch = pWatchPokeScript.gameObject;
        pWatchPokeScript.enabled = false;
        SetMeshRenderersInChildren (pocketWatch, false);

        auSource.pitch = 0.75f;

        biome.setAllMaterials (biome.fadedMaterials [0]);
        tutorialPhase = TutorialPhase.SetUpHypno;
        #if GazeTut
        SetMeshRenderersInChildren (tutorialSheep, false);
        #endif
        //Disable for now, will use GazeTutorial Later
        //SetMeshRenderersInChildren (gazeTutorialGameObjects, false);
        SetMainGameObjects (false);
        audioCueManager.playAudioClip (audioCueManager.lookForPocketWatch);
    }
コード例 #48
0
    void Awake()
    {
        fadeImage = GameObject.Find("FadeImage");

        if(instance)
        {
            Destroy (gameObject);
            hide(0f, false);
            return;
        }

        instance = this;
        fadeAlpha = 1f;
        fadeImage.SetActive(true);
        fadeImage.GetComponent<CanvasRenderer>().SetAlpha(fadeAlpha);
        DontDestroyOnLoad(this);
    }
コード例 #49
0
 void Start()
 {
     instance            = this;
     shouldFadeFromBlack = true;
 }