//クロスフェード用のイメージを作成 protected bool TryCreateCrossFadeImage(float time, AdvGraphicInfo graphic) { if (LastResource == null) { return(false); } if (RawImage.texture == null) { return(false); } //前フレームのテクスチャを使ってクロスフェード処理を行う ReleaseTemporary(); Material material = this.Material; this.copyTemporary = RenderTextureSpace.RenderTexture.CreateCopyTemporary(0); CrossFade = this.gameObject.AddComponent <UguiCrossFadeRawImage>(); CrossFade.Timer.Unscaled = Engine.Time.Unscaled; CrossFade.Material = material; CrossFade.CrossFade( copyTemporary, time, () => { //テクスチャを破棄 ReleaseTemporary(); }); return(true); }
public IEnumerator PlayEvent() { if (wait) { if (fadeType == Type.In) { yield return(StartCoroutine(CrossFade.FadeAudioSourceIn(src, time))); } else { yield return(StartCoroutine(CrossFade.FadeAudioSourceOut(src, time))); } } else { if (fadeType == Type.In) { StartCoroutine(CrossFade.FadeAudioSourceIn(src, time)); } else { StartCoroutine(CrossFade.FadeAudioSourceOut(src, time)); } yield break; } }
// Use this for initialization void Start() { hrvReceiverScript = GameObject.FindWithTag("MeasureObject").GetComponent <OSCReceiver>(); respawnLocation = GameObject.FindWithTag("Player").GetComponent <RespawnScript>(); pillarRoom = GameObject.FindWithTag("PillarEvent").GetComponent <PillarRoomEvent>(); //Torch changing related variables torches = GameObject.FindGameObjectsWithTag("Torch"); baseTorch = new Vector4(0.97f, 0.73f, 0.21f, 1); dreadTorch = new Vector4(0.49f, 0.02f, 0.11f, 1); flameBGM = GameObject.Find("MazeChanges/FlameChangeBGM").GetComponent <AudioSource>(); //Wall changing related variables crossFadeScript = GetComponent <CrossFade>(); wallOffset = new Vector2(0f, 0f); wallTiling = new Vector2(3f, 1.5f); threshWallTiling = new Vector2(-0.19f, 1.5f); //Brick1 threshWallOffset = new Vector2(0.6f, 0f); smallWallTiling = new Vector2(2f, 1.5f); //Brick3 smallWallOffset = new Vector2(0f, 0f); tinyWallTiling = new Vector2(1.2f, 1.5f); //Brick4 tinyWallOffset = new Vector2(0f, 0f); mainWallChange = firstWallChange; crossFadeScript.setNewMaterial(secondMaterial, secondSmallWallMaterial, secondTinyWallMaterial, secondThreshMaterial); //The first set of materials it will change to //Enemy range manipulation and such //endEnemyRadius = GameObject.Find("End Guardian2/ProximityDetector"); enemyDetectors = GameObject.FindGameObjectsWithTag("EnemyDetectors"); }
void Awake() { dialogueDisplayer = GameObject.Find("DialogueDisplayer").GetComponent <DialogueDisplayer>(); screamSoundObjectSource = GameObject.Find("ScreamSound").GetComponent <AudioSource>(); screamFollowObject = GameObject.Find("ScreamFollowObject").GetComponent <ScreamFollowObject>(); rightFacingFatherOrbTransform = GameObject.Find("RightFaceFatherOrbPos").transform; leftFacingFatherOrbTransform = GameObject.Find("LeftFaceFatherOrbPos").transform; fatherOrbHoldTransform = GameObject.Find("RightFaceFatherOrbPos").transform; bubbleLineStartTransform = GameObject.Find("LineStartPosition").transform; proCamera = Camera.main.GetComponent <ProCamera2D>(); mainCamera = Camera.main; managerObject = GameObject.Find("Managers"); fader = managerObject.GetComponent <CrossFade>(); roomManager = GameObject.Find("Managers").GetComponent <RoomManager>(); playerGO = GameObject.Find("Player"); player = playerGO.GetComponent <Player>(); defaultPlayerLayer = playerGO.layer; fatherOrbGO = GameObject.Find("FatherOrb"); fatherOrb = fatherOrbGO.GetComponent <FatherOrb>(); monsterGO = GameObject.Find("Monster"); orbController = fatherOrbGO.GetComponent <OrbController>(); orbEffects = fatherOrbGO.GetComponent <OrbEffects>(); if (monsterGO != null) { monster = monsterGO.GetComponent <Monster>(); } breathCanvas = playerGO.transform.Find("BreathCanvas"); Monster.MonsterReachedPlayer += GameOver; }
public DelayFadeOutSampleProvider(ISampleProvider source, bool initiallySilent = false) { this.source = source; this.fadeState = initiallySilent ? FadeState.Silence : FadeState.FullVolume; if (_settingsObject.XVFades) { _crossFadeInstance = new CrossFade(); } }
public static void Postfix_CrossFade_FadeStart(CrossFade __instance) { if (!boolState.Get("No Fade Animations", true)) { return; } __instance.End(); }
private void Initialize() { if (!initialized) { crossFade = GetComponentInChildren <CrossFade>(); bgColorLerp = GetComponentInChildren <MaterialColorsLerp>(); initialized = true; bgColorLerp.InstantChangeColor(colors[Random.Range(0, colors.Count)]); } }
public PLCHardwareView(string name, int x, int y, int width, int height) : base(name, "Product Life Cycle - Hardware", x, y, width, height) { fMyDataBinder = new HardwareDataBinder(this); Legend = new HardwareLegend(); //PreferredTransition = new UnCoverDown(this.BackingImage, this.BackingImage, System.Drawing.Rectangle.Empty, 2); PreferredTransition = new CrossFade(null, null, Rectangle.Empty, 0.5); //PreferredTransition = new PushDown(null, null, Rectangle.Empty, 0.5); //PreferredTransition = new CoverDown(null, null, Rectangle.Empty, 1.0); //PreferredTransition = new WipeLeft(null, null, Rectangle.Empty, 1.0); //PreferredTransition = new WipeDown(null, null, Rectangle.Empty, 1.0); //PreferredTransition = new WipeRight(null, null, Rectangle.Empty, 0.5); }
private void Update() { CrossFade crossFade = GameManager.Instance.CrossFade; if (Mathf.Abs(rigidbody2d.velocity.x) > horizontalSpeedThreshold) { crossFade.AddTargetIndex(targetIndex); } else { crossFade.RemoveTargetIndex(targetIndex.Priority); } }
public ProcBase(DeliveryMember _delivery) { this.ctrlFlag = _delivery.ctrlFlag; this.chaMales = _delivery.chaMales; this.chaFemales = _delivery.chaFemales; this.fade = _delivery.fade; this.ctrlMeta = _delivery.ctrlMeta; this.sprite = _delivery.sprite; this.item = _delivery.item; this.feelHit = _delivery.feelHit; this.auto = _delivery.auto; this.voice = _delivery.voice; this.particle = _delivery.particle; this.se = _delivery.se; this.lstMotionIK = _delivery.lstMotionIK; this.AtariEffect = _delivery.AtariEffect; this.FeelHitEffect3D = _delivery.FeelHitEffect3D; this.Hitem = (HSceneSpriteHitem)this.sprite.objHItem.GetComponent <HSceneSpriteHitem>(); if (Object.op_Equality((Object)ProcBase.hSceneManager, (Object)null)) { ProcBase.hSceneManager = Singleton <HSceneManager> .Instance; } for (int index = 0; index < 2; ++index) { this.randVoicePlays[index] = new ShuffleRand(-1); this.randVoicePlays[index].Init(index != 0 ? 2 : 3); } ObservableExtensions.Subscribe <bool>(Observable.Where <bool>((IObservable <M0>) this.isAtariHit, (Func <M0, bool>)(x => this.isAtariHitOld != x && this.CatID != 1)), (Action <M0>)(x => { if (this.CatID == 7 && Singleton <HSceneFlagCtrl> .Instance.nowAnimationInfo.ActionCtrl.Item2 == 1 || Singleton <HSceneFlagCtrl> .Instance.nowAnimationInfo.ActionCtrl.Item2 == 2) { return; } this.isAtariHitOld = x; if (x) { this.AtariEffect.Play(); if (!Singleton <HSceneManager> .Instance.isParticle) { return; } this.FeelHitEffect3D.Play(); } else { this.AtariEffect.Stop(); this.FeelHitEffect3D.Stop(); } })); }
public void RestartCrossFade(float fadeTime, Action onComplete) { if (CrossFade == null) { Debug.LogError("CrossFadeComponent is not found", this); return; } CrossFade.Restart( fadeTime, () => { ReleaseTemporary(); onComplete(); }); }
protected override void Initialize() { dataWriter = GetComponent <DataWriter>(); audioSource = GetComponent <AudioSource>(); crossFade = GetComponent <CrossFade>(); Instantiate(audioSourcePoolPrefab, transform); frameCounter = 0; ReadGameCount(); if (loadFirstRoom) { //load first level from root StartCoroutine(LoadSceneAsync(FIRST_SCENE_INDEX)); } }
public void Animate() { //PlaySound("soundtrack.wma", IntPtr.Zero, PlaySoundFlags.SND_ASYNC); // Run through some animations CrossFade animation1 = new CrossFade(fBlankImage, fPictureImage, fBlankImage.Frame, 5, 200); animation1.Run(DesktopView.MainDesktopView.GraphDevice); // Clear bitmap before next animation //fBitmap2.ClearToWhite(); CoverDown animation2 = new CoverDown(fBlankImage, fScreenImage, fBlankImage.Frame, 200); animation2.Run(DesktopView.MainDesktopView.GraphDevice); // Clear bitmap before next animation fBlankImage.ClearToWhite(); ExpandVerticalOut animation3 = new ExpandVerticalOut(fPictureImage, fBlankImage.Frame, 250); animation3.Run(DesktopView.MainDesktopView.GraphDevice); }
// Use this for initialization void Start() { hrvReceiverScript = GameObject.FindWithTag("MeasureObject").GetComponent<OSCReceiver>(); respawnLocation = GameObject.FindWithTag("Player").GetComponent<RespawnScript>(); pillarRoom = GameObject.FindWithTag("PillarEvent").GetComponent<PillarRoomEvent>(); //Torch changing related variables torches = GameObject.FindGameObjectsWithTag("Torch"); baseTorch = new Vector4(0.97f, 0.73f, 0.21f, 1); dreadTorch = new Vector4(0.49f, 0.02f, 0.11f, 1); flameBGM = GameObject.Find("MazeChanges/FlameChangeBGM").GetComponent<AudioSource>(); //Wall changing related variables crossFadeScript = GetComponent<CrossFade>(); wallOffset = new Vector2 (0f,0f); wallTiling = new Vector2 (3f,1.5f); threshWallTiling = new Vector2 (-0.19f, 1.5f); //Brick1 threshWallOffset = new Vector2 (0.6f,0f); smallWallTiling = new Vector2 (2f, 1.5f); //Brick3 smallWallOffset = new Vector2 (0f,0f); tinyWallTiling = new Vector2 (1.2f, 1.5f); //Brick4 tinyWallOffset = new Vector2 (0f,0f); mainWallChange = firstWallChange; crossFadeScript.setNewMaterial(secondMaterial, secondSmallWallMaterial, secondTinyWallMaterial, secondThreshMaterial); //The first set of materials it will change to //Enemy range manipulation and such //endEnemyRadius = GameObject.Find("End Guardian2/ProximityDetector"); enemyDetectors = GameObject.FindGameObjectsWithTag("EnemyDetectors"); }