FadeOut() public method

public FadeOut ( float fadeOutLength, float startToFadeTime ) : void
fadeOutLength float
startToFadeTime float
return void
Exemplo n.º 1
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    public static AudioSource FadeOutMusic(AudioSource pAudioSource, float FadeTime = 4.0f)
    {
        pAudioSource.loop = true;
        pAudioFader.FadeOut(pAudioSource, FadeTime);

        return(pAudioSource);
    }
Exemplo n.º 2
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    // Begin playing the current Level
    public void StartNewLevel()
    {
        currentStage = GameStage.LevelPlaying;

        if (BackgroundMenuMusic.isPlaying)
        {
            StartCoroutine(AudioFader.FadeOut(BackgroundMenuMusic, 0.5f));
        }
        backgroundMusicManager.StartBackgroundMusic();

        if (LevelStartEvent != null)
            LevelStartEvent();

        LevelSetupUI.SetActive(false);
        HUD.SetActive(true);
        LevelEndUI.SetActive(false);

        if (levelEnd != null)
        {
            Destroy(levelEnd);
        }

        Player.transform.position = Vector3.zero;
        GameEndSound.Stop();
    }
Exemplo n.º 3
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    IEnumerator LoadScene(string sceneName)
    {
        StartCoroutine(AudioFader.FadeOut(GameObject.Find("Main Camera").GetComponent <AudioSource>(), transitionTime));
        transitionAnim.SetTrigger(triggerName);
        yield return(new WaitForSeconds(transitionTime));

        SceneManager.LoadScene(sceneName, LoadSceneMode.Single);
    }
Exemplo n.º 4
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    private IEnumerator CrossFadeAudio(int nextLevel)
    {
        yield return(StartCoroutine(AudioFader.FadeOut(BackgroundAudioSource, 0.5f)));

        currentLevel = nextLevel;
        BackgroundAudioSource.clip = collection[selectedCollection].BackgroundMusic[currentLevel];
        yield return(StartCoroutine(AudioFader.FadeIn(BackgroundAudioSource, 0.5f)));
    }
Exemplo n.º 5
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    // Begin playing the current Level
    public void StartNewLevel()
    {
        if (firstRun)
        {
            //If there is no date retrieved, this is the first time.
            var result = FizzyoFramework.Instance.Achievements.CheckAndUnlockAchievement(Achievements[0].AchievementName);
            if (result == FizzyoRequestReturnType.SUCCESS)
            {
                achievementAnimation.UnlockAchievmentUI(Achievements[0].AchievementName, Achievements[0].AchievementTag);
            }
            firstRun = false;
        }
        else
        {
            //Check if the user has been playing long enough for some achievements
            for (int i = 0; i < Achievements.Length; i++)
            {
                if (Achievements[i].DayRequirement > 0 && daysPlayed > Achievements[i].DayRequirement)
                {
                    var result = FizzyoFramework.Instance.Achievements.CheckAndUnlockAchievement(Achievements[i].AchievementName);
                    if (result == FizzyoRequestReturnType.SUCCESS)
                    {
                        achievementAnimation.UnlockAchievmentUI(Achievements[i].AchievementName, Achievements[i].AchievementTag);
                    }
                }
            }
        }

        currentStage = GameStage.LevelPlaying;
        GameStarted  = true;


        if (BackgroundMenuMusic.isPlaying)
        {
            StartCoroutine(AudioFader.FadeOut(BackgroundMenuMusic, 0.5f));
        }
        backgroundMusicManager.StartBackgroundMusic();

        if (LevelStartEvent != null)
        {
            LevelStartEvent();
        }

        LevelSetupUI.SetActive(false);
        HUD.SetActive(true);
        LevelEndUI.SetActive(false);

        if (levelEnd != null)
        {
            Destroy(levelEnd);
        }

        Player.transform.position = Vector3.zero;
        GameEndSound.Stop();
    }
Exemplo n.º 6
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    private IEnumerator FadeOutStem_(int stemNr, float fadeT)
    {
        waitLock = true;
        if (audioPlayers[stemNr].volume > 0.0f)
        {
            // Fade out the stem.
            fader.FadeOut(audioPlayers[stemNr], fadeT, 0.0f);
            // Waits for its fade in time to pass.
            yield return(new WaitForSeconds(fadeTime));

            stemsPlaying--;
        }
        waitLock = false;
    }
Exemplo n.º 7
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    public void OnTriggerExit(Collider other)
    {
        Debug.Log("exit trigger" + this.gameObject.name);
        if (audioTrigger != null)
        {
            //use this to pause with no fade
            //audioTrigger.Pause();



            //use this to fade out
            //StopAllCoroutines();
            Debug.Log("EXIT trigger " + this.gameObject.name);
            StartCoroutine(AudioFader.FadeOut(audioTrigger, 2f));
        }
    }
Exemplo n.º 8
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        private IEnumerator FadeOutProgram()
        {
            StartCoroutine(AudioFader.FadeOut(_rainAudio, FadeTime));
            var duration = 0f;
            var rain     = MaxRain;

            while (duration < FadeTime)
            {
                rain -= MaxRain / (FadeTime * FadeSteps);
                _rainEmission.rateOverTime = rain;
                yield return(new WaitForSeconds(1f / FadeSteps));

                duration += 1f / FadeSteps;
            }

            _rainVision.Stop();
            _callback();
        }
Exemplo n.º 9
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    void FixedUpdate()
    {
        // Check against all layers except Player
        int layerMask = ~LayerMask.GetMask("Player");

        // check a short capsule below the player to see if we're grounded
        isGrounded = Physics.CheckCapsule(playerCollider.bounds.center,
                                          new Vector3(playerCollider.bounds.center.x,
                                                      playerCollider.bounds.min.y - 0.01f,
                                                      playerCollider.bounds.center.z),
                                          0.18f,
                                          layerMask);
        animator.SetBool("isGrounded", isGrounded);
        // Debug.Log("isGrounded: " + isGrounded.ToString());

        moveVector = new Vector3(Input.GetAxisRaw("Horizontal"), 0.0f, Input.GetAxisRaw("Vertical"));

        moveVector = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0) * moveVector;

        if (isGrounded)
        {
            rb.velocity += moveVector * acceleration * Time.deltaTime;
        }
        else
        {
            // Don't accelerate at full speed in the air
            rb.velocity += moveVector * acceleration * Time.deltaTime / 4.0f;
        }

        Vector3 translationalVelocity = new Vector3(rb.velocity.x, 0.0f, rb.velocity.z);

        if (translationalVelocity.sqrMagnitude > MoveSpeed * MoveSpeed)
        {
            // evil hardcoded drag constant
            translationalVelocity *= 0.75f;
        }
        // Debug.Log(translationalVelocity.magnitude);
        rb.velocity = new Vector3(translationalVelocity.x, rb.velocity.y, translationalVelocity.z);

        if (
            moveVector.sqrMagnitude < 0.5f && isGrounded ||
            translationalVelocity.sqrMagnitude > MoveSpeed * MoveSpeed
            )
        {
            rb.drag = stoppingDrag;
        }
        else
        {
            rb.drag = originalDrag;
        }



        // If we're falling, apply stronger gravity to mitigate the floaty feel
        if (rb.velocity.y < 0.0f)
        {
            // * Note: Physics.gravity is taken to be negative, so we add it
            rb.velocity += Physics.gravity * fallMultiplier * Time.fixedDeltaTime;
        }

        if (isGrounded && rb.velocity.magnitude > 2f)
        {
            StepSounds();
        }
        else
        {
            StartCoroutine(AudioFader.FadeOut(FootstepSrc, 2.0f));
        }

        stepTimer += Time.deltaTime;
    }
Exemplo n.º 10
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 // Fades out using the AudioFader object in deltaTime seconds. If no values is specified, it will use the
 // lowest mixer volume value.
 public void FadeOut(AudioFader fader, float deltaTime, float volume = minMixerVolume)
 {
     fadeFunction = fader.FadeOut(mixer, mixerParameter, deltaTime, volume);
 }
Exemplo n.º 11
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 public void FadeOut(float fadeTime)
 {
     StartCoroutine(_audioFader.FadeOut(fadeTime, _audioSource));
 }
Exemplo n.º 12
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 public void StopBackgroundMusic()
 {
     StartCoroutine(AudioFader.FadeOut(BackgroundAudioSource, 0.5f));
 }
Exemplo n.º 13
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 public void CloseMouth()
 {
     _frogAnimation.OpenFrog(false);
     fadingCoroutine = _audioFader.FadeOut(0.1F, _audioSource);
     StartCoroutine(fadingCoroutine);
 }