//fade the screen and load the given level IEnumerator FadeAndExit(int i) { fader.FadeToBlack(); yield return(new WaitForSeconds(2f)); Application.LoadLevel(i); }
IEnumerator CoSplashScreen() { fadeScreen.FadeToBlack(); ClearScreen(); cameraman.backgroundColor = Color.white; yield return(yieldInstruction03); TurnOn(splashScreen.gameObject); fadeScreen.FadeToClear(); yield return(new WaitForSeconds(2f)); PressStartScreen(); }
void FadeOut() { if (screenFader != null) { screenFader.FadeToBlack(); } }
IEnumerator OnTriggerEnter2D(Collider2D other) { if (!isLocked) { if (other.gameObject.tag == "Player") { gameObject.GetComponents <AudioSource>()[0].Play(); ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader> (); yield return(StartCoroutine(sf.FadeToBlack())); if (fairy != null) { fairy.gameObject.transform.position = new Vector2(warpTarget.transform.position.x + xOffset, warpTarget.transform.position.y + yOffset); } other.gameObject.transform.position = new Vector2(warpTarget.transform.position.x + xOffset, warpTarget.transform.position.y + yOffset); yield return(StartCoroutine(sf.FadeToClear())); other.gameObject.GetComponent <PlayerController>().currRoom = toRoom; } if (bossRoom) { for (int i = 0; i < activators.Length; i++) { activators[i].SetActive(!activators[i].activeSelf); } other.gameObject.GetComponent <PlayerController>().GeneralMusic = activators[2]; } } }
IEnumerator Restart() { ScreenFader.FadeToBlack(4); yield return(new WaitForSeconds(4)); Application.LoadLevel(Application.loadedLevel); }
private IEnumerator OnTriggerEnter2D(Collider2D other) { if (other.gameObject.name == "Player") { AudioManager aud = GameObject.FindGameObjectWithTag("Audio").GetComponent <AudioManager>(); ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); yield return(StartCoroutine(sf.FadeToBlack())); if (aud.isSibylAlive) { if (aud.isBasilMad) { SceneManager.LoadScene("EndSibyl"); } else { SceneManager.LoadScene("EndSibylBasil"); } } else { if (aud.isBasilMad) { SceneManager.LoadScene("EndGood"); } else { SceneManager.LoadScene("EndBasil"); } } } }
// AnandaCoord = Warp.Location; set in app IEnumerator OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player") { // Stops the player's movement playerAnim.SetBool("bIsWalking", false); player.GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); player.bStopPlayerMovement = true; touches.UnpressedAllArrows(); // Fade out StartCoroutine(sFader.FadeToBlack()); yield return(new WaitForSeconds(1.0f)); cFollow.currentCoords = (CameraFollow.AnandaCoords)AnandaCoord; other.gameObject.transform.position = warpTarget.position; Camera.main.transform.position = warpTarget.position; // Fade in StartCoroutine(sFader.FadeToClear()); yield return(new WaitForSeconds(1.0f)); if (areaAni) { areaAni.CheckAreaToAnimate(); } player.bStopPlayerMovement = false; } }
//Concertar amanhã!! IEnumerator OnTriggerEnter2D(Collider2D other) { print("voce entrou!"); infinito = true; while (infinito == true) { if (infinito == false) { break; } yield return(new WaitForSeconds(0.5f)); random = Random.Range(0, 100); if (random <= 4) { gatilhoParaBatalha.GetComponent <GatilhoCompartilhado> ().falaTrigger = true; //jogador fica parado // transição para batalha ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader> (); yield return(StartCoroutine(sf.FadeToBlack())); batalha.SetActive(true); gatilhoParaBatalha.GetComponent <GatilhoCompartilhado> ().battleTrigger = true; yield return(StartCoroutine(sf.FadeToClear())); while (gatilhoParaBatalha.GetComponent <GatilhoCompartilhado> ().fechou == false) { yield return(new WaitForSeconds(0.5f)); } } } }
IEnumerator OnTriggerEnter2D(Collider2D other) { Debug.Log("fading out!!!"); GameObject gobj = GameObject.FindGameObjectWithTag("ScreenFader"); if (gobj == null) { Debug.Log("no gameobject tagged"); } ScreenFader sf = gobj.GetComponent <ScreenFader> (); if (sf == null) { Debug.Log("no screen fader found by tag"); } yield return(StartCoroutine(sf.FadeToBlack())); other.gameObject.transform.position = warpTarget.position; Camera.main.transform.position = warpTarget.position; Debug.Log("fading in !!!"); yield return(StartCoroutine(sf.FadeToClear())); Debug.Log("Transition complete."); }
public Transform warpTarget; // Transform IEnumerator OnTriggerEnter2D(Collider2D other) //other { Debug.Log("An object collided."); ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); Debug.Log("fade out"); // yield return StartCoroutine(sf.FadeToBlack()); Debug.Log("player position"); if (other.gameObject.name == "Player") // { yield return(StartCoroutine(sf.FadeToBlack())); // other.gameObject.transform.position = warpTarget.position; Camera.main.transform.position = warpTarget.position; yield return(StartCoroutine(sf.FadeToClear())); // } /* if (player.gameObject.name == "Player") // new warp? * { * // ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent<ScreenFader>(); * player.gameObject.transform.position = warpTarget.position; * Camera.main.transform.position = warpTarget.position; * yield return StartCoroutine(sf.FadeToBlack()); * * * yield return StartCoroutine(sf.FadeToClear()); * }*/ // yield return StartCoroutine (sf.FadeToClear()); Debug.Log("fade in"); }
IEnumerator OnTriggerEnter2D(Collider2D other) { Debug.Log("An object collided"); //Screen fader ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader> (); Debug.Log("Pre fade out"); //Tentative de pause //Time.timeScale = 0f; //Première animation du fondu d'écran yield return(StartCoroutine(sf.FadeToBlack())); //Le joueur se déplace jusqu'à la nouvelle cible Debug.Log("Update player position"); if (other.gameObject.tag == "Player") { other.gameObject.transform.position = warpTarget.position; Camera.main.transform.position = warpTarget.position; } //Dernière animation du fondu d'écran yield return(StartCoroutine(sf.FadeToClear())); //Tentative de dépausage //Time.timeScale = 1f; Debug.Log("Fade in complete"); }
IEnumerator warptotarget() { Debug.Log("WARPING"); istriggered = false; load = false; load2 = false; ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); yield return(StartCoroutine(sf.FadeToBlack())); dMan.background.gameObject.SetActive(false); thePlayer.gameObject.transform.position = pwarptarget.position; thePlayer.anim.SetFloat("LastMoveX", 0f); thePlayer.anim.SetFloat("LastMoveY", 1f); yield return(StartCoroutine(sf.FadeToClear())); istriggered = false; load = false; load2 = false; qmp.questCompleted(); }
public void Fade() { GameObject go = GameObject.FindGameObjectWithTag("Fader"); ScreenFader sf = go.GetComponent <ScreenFader> (); sf.FadeToBlack(); SceneManager.LoadScene(SaveLoad.recentState.lastScene); }
IEnumerator TutorialRoutine() { yield return(null); tutorialText.text = "Welcome to the tutorial."; yield return(new WaitForSeconds(5f)); tutorialText.text = "The goal of this game is to build the largest town possible within the time limit"; yield return(new WaitForSeconds(5f)); tutorialText.text = "The more people living in your town, the higher your score."; yield return(new WaitForSeconds(5f)); tutorialText.text = "First, let's show you how to rotate the world."; Vector3 cachedAngle = world.transform.eulerAngles; yield return(new WaitForSeconds(5f)); tutorialText.text = "Hold the A button on your controller, and move your hand."; yield return(new WaitUntil(() => cachedAngle != world.transform.eulerAngles)); tutorialText.text = "Nice work!"; yield return(new WaitForSeconds(5f)); tutorialText.text = "Now let's place some buildings."; yield return(new WaitForSeconds(5f)); buildingStuff.SetActive(true); tutorialText.text = "You can grab buildings from the right side."; yield return(new WaitForSeconds(5f)); tutorialText.text = "Try doing this now."; yield return(new WaitUntil(() => cg.buildingPrefab != null)); tutorialText.text = "Nice!"; yield return(new WaitForSeconds(5f)); tutorialText.text = "You can place buildings by aiming at the surface of the world, and squeezing the trigger."; yield return(new WaitForSeconds(5f)); tutorialText.text = "Buildings cost resources, but award them too."; yield return(new WaitForSeconds(5f)); tutorialText.text = "Buildings can't be placed anywhere. Consult the panel for more info."; yield return(new WaitForSeconds(5f)); tutorialText.text = "This concludes the tutorial. Have a nice day :)"; yield return(new WaitForSeconds(5f)); StartCoroutine(screenFader.FadeToBlack()); yield return(new WaitForSeconds(1f)); SceneManager.LoadScene("MainMenu"); //yield return new WaitForSeconds(5f); //tutorialText.text = "You can grab buildings from the right side."; //yield return new WaitForSeconds(5f); //tutorialText.text = "You can grab buildings from the right side."; }
IEnumerator OnTriggerEnter2D(Collider2D other) { aMan.AreaCode = AreaNumber; Warping = true; Debug.Log("Warp2"); ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); yield return(StartCoroutine(sf.FadeToBlack())); other.gameObject.transform.position = warpTarget.position; Camera.main.transform.position = warpTarget.position; yield return(StartCoroutine(sf.FadeToClear())); Warping = false; Debug.Log("Warp3"); if (other.gameObject.name == "Male1" && inRange == false == false) { /* if (gameObject.CompareTag("W0")) * { * AreaNumber = 0; * } * if (gameObject.CompareTag("W1")) * { * AreaNumber = 1; * } * if (gameObject.CompareTag("W2")) * { * AreaNumber = 2; * } * if (gameObject.CompareTag("W3")) * { * AreaNumber = 3; * } * if (gameObject.CompareTag("W4")) * { * AreaNumber = 4; * } * if (gameObject.CompareTag("W5")) * { * AreaNumber = 5; * } * if (gameObject.CompareTag("W6")) * { * AreaNumber = 5; * } * if (gameObject.CompareTag("W7")) * { * AreaNumber = 7; * }*/ inRange = true; aMan.AreaCode = 4; aMan.AreaCode = AreaNumber; } }
void Update() { if (OVRInput.Get(OVRInput.Axis1D.SecondaryHandTrigger, OVRInput.Controller.Touch) > 0 && primed && !triggered) { triggered = true; StartCoroutine(screenFader.FadeToBlack()); StartCoroutine(ChangeScene()); } }
IEnumerator OnTriggerEnter2D(Collider2D other) { ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); yield return(StartCoroutine(sf.FadeToBlack())); SceneManager.LoadScene(sceneName: SceneName); yield return(StartCoroutine(sf.FadeToClear())); }
IEnumerator OnTriggerEnter2D(Collider2D other) { ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); yield return(StartCoroutine(sf.FadeToBlack())); other.gameObject.transform.position = warpTarget.position; Camera.main.transform.position = warpTarget.position; yield return(StartCoroutine(sf.FadeToClear())); }
// this is the method that is run when the main menu button is pressed public void MainMenu() { // if the screen fader hasn't started fading yet if (fadeToMenu == false) { // start fading to black and set the reserved boolean screenFader.FadeToBlack(1f); fadeToMenu = true; } }
public IEnumerator nextScene(string SceneName) { isRunning = true; ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); yield return(StartCoroutine(sf.FadeToBlack())); SceneManager.LoadScene(SceneName); isRunning = false; }
IEnumerator OnTriggerEnter2D(Collider2D col) { sf = GameObject.FindGameObjectWithTag ("Fader").GetComponent<ScreenFader> (); player.StopPlayer (); yield return StartCoroutine(sf.FadeToBlack ()); player.StopPlayer (); col.gameObject.transform.position = warpTarget.transform.position; Camera.main.transform.position = warpTarget.transform.position; yield return StartCoroutine(sf.FadeToClear ()); }
public IEnumerator Wait(Collider2D other) { yield return(new WaitForSeconds(0.1f)); SaveLoad.SaveState(); Debug.Log("Saved"); GameObject go = GameObject.FindGameObjectWithTag("Fader"); ScreenFader sf = go.GetComponent <ScreenFader> (); sf.FadeToBlack(); SceneManager.LoadScene(targetScene); }
public IEnumerator Fade(Character other) { yield return(new WaitForSeconds(.1f)); SaveLoad.SaveState(); Debug.Log("Saved"); GameObject go = GameObject.FindGameObjectWithTag("Fader"); ScreenFader sf = go.GetComponent <ScreenFader> (); sf.FadeToBlack(); SceneManager.LoadScene("Battle test"); }
IEnumerator EndSquence() { highlight = false; HighlightSquare(1, 20, color1); GetComponent <AudioSource> ().volume = PlayerPrefs.GetFloat("effects"); GetComponent <AudioSource> ().Play(); playerInputController.DisableInput(); screenFader.FadeToBlack(); yield return(new WaitForSeconds(5)); SceneManager.LoadScene("FrontDesk"); }
IEnumerator OnTriggerEnter2D(Collider2D collision) { ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); yield return(StartCoroutine(sf.FadeToBlack())); if (collision.gameObject.name == "Player") { SceneManager.LoadScene(levelToLoad); yield return(StartCoroutine(sf.FadeToClear())); } }
IEnumerator OnTriggerEnter2D(Collider2D target) //void OnTriggerEnter2D(Collider2D target) { if (target.transform.CompareTag("Player")) { if (locked) { if (hourInt < 18 && hourInt > 6) { myPlayerMovement.HandleMovement(Vector2.zero); myPlayerMovement.enabled = false; if (myPlayerInventory.IsOpen) { myPlayerInventory.OpenCloseInventory(); } ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); yield return(StartCoroutine(sf.FadeToBlack())); target.gameObject.transform.position = warpTarget.position; Camera.main.transform.position = warpTarget.position; yield return(StartCoroutine(sf.FadeToClear())); myPlayerMovement.enabled = true; } else if (hourInt >= 18 || hourInt <= 6) { textBox.SetActive(true); typewriter.GetComponent <Examine>().RecieveText(examinedObject); } } else if (!locked) { myPlayerMovement.HandleMovement(Vector2.zero); myPlayerMovement.enabled = false; if (myPlayerInventory.IsOpen) { myPlayerInventory.OpenCloseInventory(); } ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); yield return(StartCoroutine(sf.FadeToBlack())); target.gameObject.transform.position = warpTarget.position; Camera.main.transform.position = warpTarget.position; yield return(StartCoroutine(sf.FadeToClear())); myPlayerMovement.enabled = true; } } }
public Transform wrapTarget; //get the position of object //void OnTriggerEnter2D(Collider2D other){ IEnumerator OnTriggerEnter2D(Collider2D other) { if (other.name == "player") { ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader> (); yield return(StartCoroutine(sf.FadeToBlack())); other.gameObject.transform.position = wrapTarget.position; Camera.main.transform.position = wrapTarget.position; //Fade in and Fade out animation handler yield return(StartCoroutine(sf.FadeToClear())); } }
public void SwitchLights(bool state) { ScreenFader fader = GetComponent <ScreenFader>(); if (state) { fader.FadeFromBlack(); } else { fader.FadeToBlack(); } }
public IEnumerator TitleOff() { ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); yield return(new WaitForSeconds(turnOffTime)); yield return(StartCoroutine(sf.FadeToBlack())); child.SetActive(false); yield return(StartCoroutine(sf.FadeToClear())); camera.GetComponent <AudioSource>().Play(); }
IEnumerator OnTriggerEnter2D(Collider2D other) { ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader> (); // Debug.Log ("An object."); if (other.gameObject.name == "Player") { yield return(StartCoroutine(sf.FadeToBlack())); other.gameObject.transform.position = warpTarget.position; yield return(StartCoroutine(sf.FadeToClear())); } }
IEnumerator restoretownstate() { questCompleted(); ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); yield return(StartCoroutine(sf.FadeToBlack())); npCont.set1State(true); npCont.set2State(false); mc.switchTrack(1); yield return(StartCoroutine(sf.FadeToClear())); }
IEnumerator OnTriggerEnter2D(Collider2D other) { sf = GameObject.FindGameObjectWithTag("fader").GetComponent<ScreenFader>(); if (other.gameObject.name == "Hero") { yield return StartCoroutine(sf.FadeToBlack()); hero.transform.position = enter.position; Camera.main.transform.position = enter.position; } //Debug.Log("an object has warped"); yield return StartCoroutine(sf.FadeToClear()); }