/* waits for time seconds, then fades out */ IEnumerator FadeAfterTime(float time) { yield return(new WaitForSeconds(time)); FIScript.FadeOut(); firstScreenAfterCredsImage.enabled = true; }
// Update is called once per frame void Update() { if (fadeMasterFIScript.getFadeOutEngaged()) { FIScript.FadeOut(); } }
// Update is called once per frame void Update() { if (curScene.enabled) { wasEnabled = true; if (!fadeActive) { timeAccum += Time.deltaTime; if (timeAccum >= currSceneTime) { if (skipFade) { curScene.enabled = false; } FIScript.FadeOut(); fadeActive = true; if (rt != null) { rt.setMoveIt(true); } if (nextSceneImage != null) { nextSceneImage.enabled = true; } } else if (spaceToSpeedUp && Input.GetMouseButtonDown(0)) { FIScript.fadeRate = 10.0f; timeAccum = currSceneTime + 1; if (SceneManager.GetActiveScene().name == "Splash Screen") { GameObject.Find("MangoSound").GetComponent <AudioSource>().volume = 0.0f; } } } else if (spaceToSpeedUp && Input.GetMouseButtonDown(0)) { FIScript.fadeRate = 10.0f; if (SceneManager.GetActiveScene().name == "Splash Screen") { GameObject.Find("MangoSound").GetComponent <AudioSource>().volume = 0.0f; } } } else if (!endScene && wasEnabled) { endScene = true; if (nextScene == null && endOfSceneLocation != null) { SceneManager.LoadScene(endOfSceneLocation, LoadSceneMode.Single); } } }
void CutsceneFlow(string state) { if (state == "startCutScene") { currentImage.FadeOut(2f); currentImage.ChangeSourceImage(0); currentImage.FadeIn(2f); } if (state == "afterfirst") { DirectFadeImage(stateNow); StartCoroutine(waitBothFadeOut(2f)); } if (state == "endScene") { currentImage.gameObject.SetActive(false); nextImage.gameObject.SetActive(false); //GamePhase.Instance.ChangePhase("Phase0"); //SceneLoader.Instance.ChangeToScene(nextScene.ToString()); } }
public IEnumerator UnloadScene() { Debug.Log("unloading"); // Fade to black yield return(StartCoroutine(blackScreenCover.FadeIn())); // Hide loading screen foreach (GameObject i in destroyMeSenpai) { Destroy(i); } //Fade to new screen and destroy this object yield return(StartCoroutine(blackScreenCover.FadeOut(gameObject))); }
IEnumerator ShowEndCutscene(float time) { yield return(new WaitForSeconds(time)); Destroy(factorySmoke); Destroy(factory); Instantiate(factoryDestroyed); player.transform.position = endCutscenePos.transform.position; Camera.main.transform.LookAt(endCutsceneTarget.transform.position); fadeImage.FadeOut(); victoryText.SetActive(true); ScreenFadeOut(8); }
void BothFadeOut() { currentImage.FadeOut(1f); nextImage.FadeOut(1f); }
public void FadeOut() { fadeImage.FadeOut(fadingSpeed); }