public void Disable(float duration = 0f) { foreach (Renderer childRenderer in GetComponentsInChildren <Renderer>()) { if (childRenderer != null) { foreach (Material mat in childRenderer.materials) { if (mat.shader.name == "dissolve") { StartCoroutine(Dissolve(mat, duration > 0 ? duration : DefaultDuration)); } else { //Any other lwrp shader or GUI 3D text FadeOut fade = childRenderer.gameObject.GetComponent <FadeOut>(); if (!fade) { fade = childRenderer.gameObject.AddComponent <FadeOut>(); } fade.StartFadeOut(0); } } } } }
public void GameOver() { FadeOut block = Instantiate(blockPrefab); block.StartFadeOut(onEnd: () => { Instantiate(againStagePrefab); }); }
//Game over and clear control public void Cleard() { FadeOut block = Instantiate(blockPrefab); block.StartFadeOut(onEnd: () => { Instantiate(nextStagePrefab); }); }
// Update is called once per frame void Update() { if (audio.time > audio.clip.length - cave.time) { cave.StartMove(); } if (audio.time > audio.clip.length - fadeout.time) { fadeout.StartFadeOut(); } }
void MoveFragements() { foreach (Fragment frag in fragments) { Rigidbody rigidbody = frag.fragmentObject.GetComponent <Rigidbody>(); Vector3 force = transform.rotation * frag.directionToApplyForce * Random.Range(0.5f, 1.0f) * 50; rigidbody.AddForce(force); rigidbody.AddTorque(new Vector3(0, 0, Random.Range(-10f, 10f))); FadeOut fade = frag.fragmentObject.GetComponent <FadeOut>(); fade.StartFadeOut(); } }