public void RecvResult(ProtocolBase protocol) { //解析协议 int start = 0; ProtocolBytes proto = (ProtocolBytes)protocol; string protoName = proto.GetString(start, ref start); int isWin = proto.GetInt(start, ref start); //弹出胜负面板 Cursor.lockState = CursorLockMode.None; Cursor.visible = true; //取消监听 NetMgr.srvConn.msgDist.DelListener("Result", RecvResult); if (isWin == 0)//失败 { Debug.Log("Room1 Fail"); OperationTrident.EventSystem.Messenger.Broadcast(OperationTrident.Room1.DieHandler.PLAYER_DIE); } else//胜利 { //淡出 float fadeOutDuration = 3.0f; FadeInOutUtil.SetFadingState(fadeOutDuration, m_FadeOutGuiCamera, Color.black, FadeInOutUtil.FADING_STATE.FADING_OUT); StartCoroutine(FadeOutCoroutine(fadeOutDuration));//等多一下确定淡出完成? } }
/*************************************************************** * Subscene's controller * **************************************************************/ private void Start() { m_ControlPanel.Initialize( "Room5ControlPanel", KeyCode.F, 5.0f,//Camera.main "^w按住^yF^w开始核心冷却程序", "^w正在启动冷却程序..."); FadeInOutUtil.SetFadingState(5.0f, GetCameraUtil.GetCurrentCamera(), Color.black, FadeInOutUtil.FADING_STATE.FADING_IN); }
// Use this for initialization void Start() { m_CamState = CameraState.ROAMING; m_SpaceRubbishInitialPos = m_SpaceRubbish.transform.position; m_LookingAtKunCamShakingAmp = 0.0f; m_ExplosionLensFlare.brightness = 0.0f; //启动淡入 FadeInOutUtil.SetFadingState(5.0f, m_CamFree, Color.black, FadeInOutUtil.FADING_STATE.FADING_IN); }
void OnGUI() { FadeInOutUtil.RenderGUI(); //if (Camera.current) //{ // Rect re = new Rect(Camera.current.pixelWidth - 100, 0, 100, 100); // GUIUtil.DisplayContentInGivenPosition("RTT " + NetMgr.srvConn.RTT + "ms", re); //} }
void Start() { subSceneController.addSubscene("enterRoom2", "room2_enter"); subSceneController.addSubscene("room2_powerroom", "room2_power"); subSceneController.addSubscene("room2_battle", "room2_battle"); subSceneController.setInitialSubScene("enterRoom2"); subSceneController.enabled = true; FadeInOutUtil.SetFadingState(1.0f, Camera.current, Color.black, FadeInOutUtil.FADING_STATE.FADING_IN); }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { //SceneManager.LoadScene(nextScene, LoadSceneMode.Single); //淡出 float fadeOutDuration = 3.0f; FadeInOutUtil.SetFadingState(fadeOutDuration, m_FadeOutGuiCamera, Color.black, FadeInOutUtil.FADING_STATE.FADING_OUT); StartCoroutine(FadeOutCoroutine(fadeOutDuration));//等多一下确定淡出完成? } }
// Use this for initialization void Start() { // 场景状态初始 state = Room1State.Initing; gameObjects = new GameObject[gameObjectCount]; elevator.playOnAwake = false; //camera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>(); //enemysList = new List<GameObject>(); FadeInOutUtil.SetFadingState(5.0f, Util.GetCamera(), Color.black, FadeInOutUtil.FADING_STATE.FADING_IN); }
private void Update() { FadeInOutUtil.UpdateState(); m_ControlPanel.UpdateState(); if (m_ControlPanel.IsInteractionDone()) { //交互完毕,可以转到“核心开始冷却”场景了 coolDown(); gameObject.GetComponent <NetSyncController>().RPC(this, "coolDown"); } //TryInitPlayerScale(); }
// Update is called once per frame void Update() { FadeInOutUtil.UpdateState(); switch (state) { // 场景的初始状态 case Room1State.Initing: InitAllGameObject(); subtitlesToDisplay = subtitleInitToDisplay; Key1WorldPosition = key1.transform.position; Key2WorldPosition = key2.transform.position; CropseWorldPosition = corpse.transform.position; IDCardWorldPosition = IDCard.transform.position; //StartCoroutine(EnemyCreateRountine()); state = Room1State.FindingKey1; break; // 玩家正在找第一个钥匙 case Room1State.FindingKey1: break; // 玩家正在找第二个钥匙 case Room1State.FindingKey2: break; // 玩家正准备尝试开最后一个门 case Room1State.TryingToOpenRoom: break; // 玩家正在找必需品 case Room1State.FindingNeeded: subtitlesToDisplay = subtitleOpenDoorFalseToDisplay; break; // 玩家正在找ID卡 case Room1State.FindingIDCard: break; // 玩家正在逃离房间 case Room1State.EscapingRoom: subtitlesToDisplay = subtitleEscapingToDisplay; break; } }
private void OnGUI() { //淡入 FadeInOutUtil.RenderGUI(); //任务目标 GUIUtil.DisplayMissionTargetInMessSequently("前往控制台启动核心冷却程序.", GetCameraUtil.GetCurrentCamera(), Color.white); //左下角任务细节 string[] missionDetails = { "2048年8月1日 15:00", "鲲内部 核聚变反应室", "三叉戟行动" }; GUIUtil.DisplayMissionDetailDefault(missionDetails, GetCameraUtil.GetCurrentCamera(), Color.white, 18, 0.005f, 0.1f, 0.5f); //控制台的交互GUI m_ControlPanel.RenderGUI(); //控制台目标距离 GUIUtil.DisplayMissionPoint(m_ControlPanel.transform.position, GetCameraUtil.GetCurrentCamera(), Color.white, labelOffsetHeight: 5.0f); //字幕 string[] subtitles = { "", "^g地球指挥部^w:这里是鲲的核心,核聚变反应室", "^g地球指挥部^w:你们要在这里取回反应核心——^y托卡马克之心", "^g地球指挥部^w:反应核心的冷却需要一段时间,期间可能会有大量防御机器人持续涌入,保持警惕" }; float[] lastingTime = { 7.0f, 2.5f, 3.5f, 6.0f }; float[] intervals = { 0.2f, 0.2f, 0.2f, 0.2f }; GUIUtil.DisplaySubtitlesInGivenGrammarWithTimeStamp(subtitles, GetCameraUtil.GetCurrentCamera(), 20, 0.9f, lastingTime, intervals); }
// Update is called once per frame void Update() { m_Time = m_TimeLineDirector.time; FadeInOutUtil.UpdateState(); switch (m_CamState) { case CameraState.ROAMING: Update_Roaming(); break; case CameraState.THIRD_PERSON: Update_ThirdPerson(); break; case CameraState.LOOKING_AT_KUN: Update_LookingAtKun(); break; case CameraState.VIDEO: Update_Video(); break; } }
private void OnGUI() { FadeInOutUtil.RenderGUI(); }
void Update() { FadeInOutUtil.UpdateState(); }
// Use this for initialization void Start() { FadeInOutUtil.SetFadingState(duration, OperationTrident.Room1.Util.GetCamera(), Color.black, fadeIn ? FadeInOutUtil.FADING_STATE.FADING_IN : FadeInOutUtil.FADING_STATE.FADING_OUT); }
// Use this for initialization void Start() { FadeInOutUtil.SetFadingState(duration, Camera.current, Color.black, fadeIn?FadeInOutUtil.FADING_STATE.FADING_IN: FadeInOutUtil.FADING_STATE.FADING_OUT); }