IEnumerator TransitionParallel(GameObject fromGameObject, GameObject toGameObject) { float transitionOutTime = 0; if (fromGameObject != null) { if (TransitionHelper.ContainsTransition(fromGameObject)) { var transitions = TransitionHelper.TransitionOut(fromGameObject); transitionOutTime = TransitionHelper.GetTransitionOutTime(transitions); } } if (toGameObject != null) { toGameObject.SetActive(true); if (TransitionHelper.ContainsTransition(toGameObject)) { TransitionHelper.TransitionIn(toGameObject); } } // wait for transition out to complete before we disable. if (!Mathf.Approximately(0, transitionOutTime)) { yield return(new WaitForSeconds(transitionOutTime)); } if (fromGameObject != null) { fromGameObject.SetActive(false); } }
/// <summary> /// Transition out using transitions on the specified gameobjects /// </summary> /// <param name="transitionGameObjects"></param> public float TransitionOut(UnityEngine.GameObject[] transitionGameObjects) { var transitionBases = new List <TransitionBase>(); foreach (var transitionGameObject in transitionGameObjects) { transitionBases.AddRange(TransitionHelper.TransitionOut(transitionGameObject)); } var delay = TransitionHelper.GetTransitionOutTime(transitionBases); return(delay); }
/// <summary> /// Complete the dialog /// </summary> public void Done() { // show / transition in and when done call coroutine float transitionTime = 0; #if BEAUTIFUL_TRANSITIONS //if (TransitionHelper.ContainsTransition(gameObject)) //{ transitionTime = TransitionHelper.GetTransitionOutTime(TransitionHelper.TransitionOut(gameObject)); //} #endif StartCoroutine(CoRoutines.DelayedCallback(transitionTime, DoneFinished)); }
IEnumerator TransitionOutIn(GameObject oldGameObject, GameObject newGameObject) { if (oldGameObject != null) { if (TransitionHelper.ContainsTransition(oldGameObject)) { var transitions = TransitionHelper.TransitionOut(oldGameObject); yield return(new WaitForSeconds(TransitionHelper.GetTransitionOutTime(transitions))); } oldGameObject.SetActive(false); } newGameObject.SetActive(true); }
public IEnumerator DemoCameraInternal(TransitionBase transitionBase) { // make sure these are set in the materials. SetColor(_color); SetShowTexture(_showTexture); SetWipeTexture(); float transitionTime = TransitionHelper.GetTransitionOutTime(new List <TransitionBase> { transitionBase }); transitionBase.InitTransitionOut(); transitionBase.TransitionOut(); yield return(new WaitForSeconds(transitionTime + 0.5f)); transitionBase.TransitionIn(); }
IEnumerator TransitionOutIn(GameObject fromGameObject, GameObject toGameObject) { if (fromGameObject != null) { // is an out transition then run and wait for completion if (TransitionHelper.ContainsTransition(fromGameObject)) { var transitions = TransitionHelper.TransitionOut(fromGameObject); var transitionOutTime = TransitionHelper.GetTransitionOutTime(transitions); yield return(new WaitForSeconds(transitionOutTime)); } fromGameObject.SetActive(false); } if (toGameObject != null) { toGameObject.SetActive(true); if (TransitionHelper.ContainsTransition(toGameObject)) { TransitionHelper.TransitionIn(toGameObject); } } }