private IEnumerator FlashMessage(string message, int numTimes, float fadeIntime, float persistTime, float fadeOutTime) { displaying = true; text.StopAllCoroutines(); // stop any previous crossFadeAlpha in progress text.text = message; while (numTimes > 0) { text.canvasRenderer.SetAlpha(0); text.CrossFadeAlpha(1, fadeIntime, true); yield return(new WaitForSecondsRealtime(fadeIntime)); text.canvasRenderer.SetAlpha(1); if (OnFlashMessage != null) { OnFlashMessage(); } yield return(new WaitForSecondsRealtime(persistTime)); text.CrossFadeAlpha(0, fadeOutTime, true); // fade out yield return(new WaitForSecondsRealtime(fadeOutTime + 0.1f)); numTimes--; } displaying = false; OnFlashMessage = null; }
void Start() { BackgroundPanel = Background.GetComponent <CanvasGroup>(); Background.CrossFadeAlpha(0, 0, true); Text.CrossFadeAlpha(0, 0, true); AudioListener.volume = Volume; ShowExistTutorial(); }
// Start is called before the first frame update void Awake() { DialogTexts = GetComponentsInChildren <TMP_Text>(); foreach (TMP_Text item in DialogTexts) { item.CrossFadeAlpha(0f, 0.001f, false); } TitleText.CrossFadeAlpha(0, 0.001f, false); SubText.CrossFadeAlpha(0, 0.001f, false); }
// Update is called once per frame void Update() { if (Data.msgNew) { msg.text = Data.msg; msg.CrossFadeAlpha(1, 0, true); StopCoroutine(MsgErase()); StartCoroutine(MsgErase()); Data.msgNew = false; } }
public void SetBuffDisplay(BuffType type, bool On, float FadeTime = 1f) { float alphaValue = On ? 1f : 0; switch (type) { case BuffType.ArmourIncrease: _buffArmourSlot.CrossFadeAlpha(alphaValue, FadeTime, false); //Icono. _buffArmor.CrossFadeAlpha(alphaValue, FadeTime, false); //Texto. break; case BuffType.DamageIncrease: _buffDamageSlot.CrossFadeAlpha(alphaValue, FadeTime, false); //Icono. _buffDamage.CrossFadeAlpha(alphaValue, FadeTime, false); //Texto. break; case BuffType.CardCostDecrease: //Falta implementar. break; case BuffType.NullyfyCardCost: //Falta implementar. break; case BuffType.Invulnerability: //Falta implementar. break; default: break; } }
private void OnTriggerStay(Collider playerTrigg) { if (playerTrigg.CompareTag("Player")) { powerNeededToOpenDoorText.gameObject.SetActive(true); powerNeededToOpenDoorText.CrossFadeAlpha(0, 6, false); if (allPowerGained.gameObject.activeInHierarchy) { doorCol.gameObject.SetActive(false); press_E_ToOpenDoor.gameObject.SetActive(true); if (Input.GetKeyDown(KeyCode.E)) { opendBossDoorText.gameObject.SetActive(true); opendBossDoorText.CrossFadeAlpha(0, 4, false); bossDoorLeft.Play("BossDoorLeftOpen"); bossDoorRight.Play("BossDoorRightOpen"); psDoor.gameObject.SetActive(false); press_E_ToOpenDoor.gameObject.SetActive(false); this.gameObject.SetActive(false); AudioSource.PlayClipAtPoint(doorActivate, cameraPos.transform.position); } } } }
private IEnumerator FadeOut() { tmp.CrossFadeAlpha(0.0f, 3.0f, false); yield return(new WaitForSeconds(3.0f)); gameObject.SetActive(false); }
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { disruptedRitualText.gameObject.SetActive(true); disruptedRitualText.CrossFadeAlpha(0, 4, false); Invoke("WaitTime", 4); } }
// Start is called before the first frame update void Start() { if (fIn == true) { } if (fIn == false) { dialogue.SetActive(true); urucurea = 1; fadeImg.canvasRenderer.SetAlpha(1.0f); text.canvasRenderer.SetAlpha(1.0f); fadeImg.CrossFadeAlpha(0, 20, false); text.CrossFadeAlpha(0, 20, false); textEN.CrossFadeAlpha(0, 20, false); textES.CrossFadeAlpha(0, 20, false); } }
// When player collides with key, picks up key, adds image to UI, text showing picked up key void OnTriggerEnter(Collider playerTrigg) { if (playerTrigg.gameObject.tag == "Player") { keyPickUpImage1.transform.gameObject.SetActive(true); Destroy(gameObject); keyPicktext.gameObject.SetActive(true); keyPicktext.CrossFadeAlpha(0, 2, false); // fading the alpha out of the text to zero AudioSource.PlayClipAtPoint(pickUpSound, cameraPos.transform.position); } }
// Instantiates & Projects Magic Ball prefab void FireMagicBall() { if (mana > 0) { mana -= currentMana = magicManaCost; manaSlider.value = mana; if (Input.GetKeyDown(KeyCode.Mouse0)) { animator.SetTrigger("canShootMagic"); } else { animator.SetBool("resetShootMagic", false); } } else if (mana <= 0) { Invoke("noManaclick", noManaTextTimer); notEnoughMana.CrossFadeAlpha(1, 3, true); } }
// When player collides with powergain, gains more power, adds image to UI, text showing picked up power void OnTriggerEnter(Collider playerTrigg) { if (playerTrigg.gameObject.tag == "Player") { PowerGainPickUpImg1.gameObject.SetActive(true); Destroy(gameObject); PowerGainText.gameObject.SetActive(true); PowerGainText.CrossFadeAlpha(0, 3, false); // fading the alpha out of the text to zero PowerRingsGainText1.gameObject.SetActive(true); AudioSource.PlayClipAtPoint(pickUpSound, cameraPos.transform.position); } }
// trigger player stop while text appears... private void OnTriggerStay(Collider other) { if (other.tag == "Player") { _PlayerMov.enabled = false; _PlayerMagic.enabled = false; playerAnimFreeze.GetComponent <Animator>().enabled = false; Invoke("PlayerStatic", staticTime); textProAnim.gameObject.SetActive(true); textProAnim.CrossFadeAlpha(0, 5.0f, false); AudioSource.PlayClipAtPoint(portalSound, cameraPos.transform.position, 0.8f); } }
// When player picks up the key and is in range/collides with collider then display text ""press E to open door/animation door open void OnTriggerStay(Collider col) { if (col.tag == "Player" && _KeyScript.keyPickUpImage1.transform.gameObject.activeInHierarchy) { openDoorText.gameObject.SetActive(true); } if (Input.GetKeyDown(KeyCode.E) && _KeyScript.keyPickUpImage1.transform.gameObject.activeInHierarchy) // press e to open the door once the player has the key { doorAnim.Play("DoorOpeningSlide"); _KeyScript.keyPickUpImage1.gameObject.SetActive(false); doorAccessGranted.gameObject.SetActive(true); doorAccessGranted.CrossFadeAlpha(0, 3, false); doorIsLocked.gameObject.SetActive(false); AudioSource.PlayClipAtPoint(activateSound, cameraPos.transform.position); } else if (col.tag == "Player") { doorIsLocked.gameObject.SetActive(true); } }
public void OnTriggerStay(Collider playerTrigg) { if (playerTrigg.tag == "Player") { activateLeverText.gameObject.SetActive(true); if (Input.GetKeyDown(KeyCode.E)) { animLevelPull.Play("LevelPullActivate"); bridge.gameObject.SetActive(true); activateLeverText.CrossFadeAlpha(0, 1, false); leverActivatedText.gameObject.SetActive(true); leverActivatedText.CrossFadeAlpha(0, 2, false); AudioSource.PlayClipAtPoint(leverActivateSound, cameraPos.transform.position); } } }
private void OnTriggerStay(Collider other) { if (other.CompareTag("Player")) { pressE_PickUpText.gameObject.SetActive(true); if (Input.GetKeyDown(KeyCode.E)) { RestOfPowerGainedText.gameObject.SetActive(true); RestOfPowerGainedText.CrossFadeAlpha(0, 4, false); powerRingimg3.gameObject.SetActive(true); powerGained_3_Text.gameObject.SetActive(true); powerGained_2_Text.gameObject.SetActive(false); pressE_PickUpText.gameObject.SetActive(false); Destroy(gameObject); AudioSource.PlayClipAtPoint(pickUpSound, cameraPos.transform.position); } } }
public void NewLine() { if (DialogIndex < DialogTexts.Length) { if (DialogIndex >= 1) { TMP_Text previousLine = DialogTexts[DialogIndex - 1]; previousLine.CrossFadeAlpha(0.5f, 0.1f, true); } if (DialogIndex >= 2) { TMP_Text oldLine = DialogTexts[DialogIndex - 2]; oldLine.CrossFadeAlpha(0f, 0.1f, true); } if (DialogIndex > 0) { Vector3 currentPosition = transform.position; Vector3 nextPosition = new Vector3(currentPosition.x, currentPosition.y + textShift, currentPosition.z); transform.position = nextPosition; } DialogTexts[DialogIndex].CrossFadeAlpha(1, 0.1f, true); DialogIndex++; } else { if (DialogIndex > 1) { DialogTexts[DialogIndex - 1].CrossFadeAlpha(0, 0.2f, true); DialogTexts[DialogIndex - 2].CrossFadeAlpha(0, 0.1f, true); } GameObject.Find("SceneHolder").GetComponent <Animator>().SetTrigger("Trigger_End"); } }
private void Awake() { youThoughtYouWereSafe.gameObject.SetActive(true); youThoughtYouWereSafe.CrossFadeAlpha(0, 5, false); }
private void AnimateFade(float toAlpha, float time) { messageText.CrossFadeAlpha(toAlpha, time, false); stackText.CrossFadeAlpha(toAlpha, time, false); stackImage.CrossFadeAlpha(toAlpha, time, false); }