private static SetScreenOverlayColor ( Color newScreenOverlayColor ) : void | ||
newScreenOverlayColor | Color | /// New screen overlay color. /// |
return | void |
void Start() { Physics.gravity = new Vector3(0.0f,-9.81f,0.0f); fade = GetComponent<CameraFade>(); fade.SetScreenOverlayColor(FullFadeColor); //setup start fade color fade.StartFade(EmptyFadeColor, FadeInTime); }
public void Begin() { string subID = subIDInputField.text.Trim(); int trial = trialDropdown.value; Setup(subID, trial); CameraFade.SetScreenOverlayColor(Color.black); SceneManager.LoadScene("MainRoom"); }
/// <summary> /// When interacted /// By the player clicking 'E' /// This is what happens /// </summary> public override void Interact(GameObject player, ShootObjects SOPlayer) { //if (isPortal) { // return; //} player.transform.parent.position = linkedTeleporter.transform.position + linkedTeleporter.relativePosition; fader.SetScreenOverlayColor(fadeColor); beginFadeAt = Time.time; faded = false; }
void FixedUpdate() { //UpdateTOD(); if (Time.realtimeSinceStartup > fadeTime + lastFade && !faded) { fader.SetScreenOverlayColor(fadeColor); fader.StartFade(clearColor, fadeTime); toggleSkybox(); //Time.timeScale = 1; faded = true; } }
IEnumerator Start() { #if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX originalRotation = transform.localRotation; #elif UNITY_IPHONE || UNITY_ANDROID localRotation = transform.eulerAngles; #endif cameraFade.SetScreenOverlayColor(Color.black); cameraFade.StartFade(Color.clear, 2f); yield return(new WaitForSeconds(2f)); iTween.MoveTo(tutorialPanel.gameObject, iTween.Hash( "position", Vector3.zero, "islocal", true, "time", 0.4f, "delay", 0.2f, "easetype", iTween.EaseType.easeOutExpo ) ); // Load gun DBAccess.instance.userPrefs.userGun.capacity = DBAccess.instance.userPrefs.userGun.compatibleAmmo[0].magSize; }
// Update is called once per frame void Update() { if (Input.GetKeyDown(quitKey)) { CameraFade.SetScreenOverlayColor(Color.black); if (closeMode == CloseMode.Quit) { Application.Quit(); } else if (closeMode == CloseMode.EscapeToScene) { SceneManager.LoadScene(sceneNumber); } } }
void Update() { if (Input.GetKeyUp(pauseKey)) { if (resetOnKey) { Debug.Log("Restarting Scene"); CameraFade.SetScreenOverlayColor(Color.black); SceneManager.LoadScene(SceneManager.GetActiveScene().name); } else { pause = !pause; RefreshPauseState(); } } }
private void Initialize(Configuration c) { int numberOfExecutions = c.NumberOfExecutions[trial]; //Debug.Log(iteration); //Debug.Log(numberOfExecutions); if (iteration >= numberOfExecutions) { PlayerPrefs.SetInt("iteration", 0); CameraFade.SetScreenOverlayColor(Color.black); SceneManager.LoadScene("Menu"); return; } logger.SetActive(true); platform.transform.position = new Vector3(c.PlatformPositions[trial][iteration].x, platform.transform.position.y, c.PlatformPositions[trial][iteration].y); player.transform.position = new Vector3(c.PlayerStartPositions[trial][iteration].x, player.transform.position.y, c.PlayerStartPositions[trial][iteration].y); platform.transform.rotation = c.PlayerStartOrientations[trial][iteration]; float timelimit = c.TrialTimeLimits[trial]; for (int i = 0; i < orderedLandmarks.Length; i++) { orderedLandmarks[i].SetActive(c.LandmarkVisibilities[trial]); } if (c.PlatformVisibilities[trial]) { elevator.transform.position = new Vector3(elevator.transform.position.x, -1.2f, elevator.transform.position.z); } flags.SetActive(c.FlagVisibilities[trial]); platformTrigger.SetActive(c.PlatformTriggerEnabled[trial]); hills.SetActive(c.HillVisibilities[trial]); timer.trialTime = c.TrialTimeLimits[trial]; player.GetComponentInChildren <AudioListener>().enabled = c.SoundEffectsEnabled[trial]; player.GetComponent <AugmentedController>().SetWalkSpeed(c.MovementSpeeds[trial]); }
void Awake() { GameObject cam = GameObject.FindGameObjectWithTag("MainCamera"); cameraFader = cam.GetComponent <CameraFade> (); cameraFader.SetScreenOverlayColor(Color.black); cameraFader.StartFade(Color.clear, 3f); player = GameObject.FindGameObjectWithTag("Player"); GameObject musicDir = GameObject.FindGameObjectWithTag("MusicDirector"); if (musicDir != null) { musicDirector = musicDir.GetComponent <MusicDirector> (); } else { Debug.Log("Cannot find music director"); } }
/// <summary>3 /// Deal damage to player.ss /// </summary> /// <param name='damage'> /// the amount of damage received. /// </param> /// <returns> /// Whether the player survived. /// </returns> public bool Damage(float damage, DamageCause COD = DamageCause.Default) { lastInjury = Time.time; if (playSounds) { painSoundSource.PlayOneShot(painSounds[(int)(Random.value * (painSounds.Length - 1))]); } fader.SetScreenOverlayColor(fadeColor); fader.StartFade(transparent, fadeTime); lastCOD = COD; if (damage >= HealthLevel) { Die(); return(false); } else { HealthLevel = HealthLevel - damage; return(true); } }
void OnGUI() { if (!on) { return; } if (lastResequenceTime + (state == RISC.FadingToBlack ? fadeTime : 0) + (state == RISC.DisplayingSplash ? splashTime : 0) + (state == RISC.BackToBlack ? fadeTime : 0) < Time.time) { state++; lastResequenceTime = Time.time; if (state == RISC.DisplayingSplash) { fader.StartFade(transparency, fadeTime); } if (state == RISC.BackToBlack) { fader.StartFade(fadeOutColour, fadeTime); } } if (state == RISC.DisplayingSplash) { GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), SplashScreen); } if (state == RISC.BackToBlack) { GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), SplashScreen); } if (state == RISC.Done) { fader.SetScreenOverlayColor(fadeOutColour); Application.LoadLevel(2); } }
void OnGUI() { if (!on) { return; } if (lastResequenceTime + (state == IS.DisplayingSplash ? splashTime : 0) + (state == IS.BackToBlack ? fadeTime : 0) < Time.time) { state++; lastResequenceTime = Time.time; if (state == IS.BackToTrans) { fader.StartFade(transparency, fadeTime); } if (state == IS.BackToBlack) { fader.StartFade(fadeOutColour, fadeTime); } } if (state == IS.DisplayingSplash) { GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), SplashScreen); } if (state == IS.BackToBlack) { GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), SplashScreen); } if (state == IS.Done) { fader.SetScreenOverlayColor(transparency); on = false; pilot.talking = true; } }
/// <summary> /// Deal damage to player.ss /// </summary> /// <param name='damage'> /// the amount of damage received. /// </param> /// <returns> /// Whether the player survived. /// </returns> public bool Damage(float damage) { lastInjury = Time.time; if (playSounds) { painSoundSource.PlayOneShot(painSounds[(int)(Random.value * (painSounds.Length - 1))]); } fader.SetScreenOverlayColor(fadeColor); fader.StartFade(transparent, fadeTime); if (damage > HealthLevel) { HealthLevel = 0; print("Debug: Dead."); pauseController.pane = "/Dead"; Time.timeScale = 0; return(false); } else { HealthLevel = HealthLevel - damage; return(true); } }
public void Explode() { Color white = new Color(1, 1, 1, 1); Color whitef = new Color(1, 1, 1, 0); weapon.vessel.GetHeightFromTerrain(); blastRadius = weapon.blastRadius; blastPower = weapon.blastPower; blastHeat = weapon.blastHeat; Vector3 position = transform.position; Vector3 direction = transform.up; Quaternion rotation = Quaternion.LookRotation(VectorUtils.GetUpDirection(position)); if (!hasExploded && weapon.TimeFired >= weapon.dropTime && weapon.vessel.heightFromTerrain >= 70000) { hasExploded = true; if (part != null) { part.temperature = part.maxTemp + 100; } GameObject lightBall = new GameObject(); lightBall.SetActive(true); lightBall.transform.position = position; lightBall.transform.rotation = rotation; Detonator sdetonator = lightBall.AddComponent <Detonator>(); lightBall.GetComponent <Detonator>().enabled = true; sdetonator.duration = 2f; sdetonator.size = blastRadius; sdetonator.detail = 10f; Debug.Log("Space Explosion Activated"); } else { if (!hasExploded && weapon.vessel.heightFromTerrain <= 69999 && weapon.vessel.heightFromTerrain >= 501 && weapon.TimeFired >= weapon.dropTime && weapon.blastRadius >= 1000) { hasExploded = true; if (part != null) { part.temperature = part.maxTemp + 100; } GameObject source = new GameObject(); source.SetActive(true); source.transform.position = position; source.transform.rotation = rotation; source.transform.up = direction; ///Detonator ndetonator = source.AddComponent<Detonator>(); //source.GetComponent<Detonator>().enabled = true; //ndetonator.duration = 5.0f; //ndetonator.size = blastRadius; //ndetonator.detail = 10.0f; CameraFade flashEffect = source.AddComponent <CameraFade>(); source.GetComponent <CameraFade>().enabled = true; flashEffect.SetScreenOverlayColor(white); flashEffect.StartFade(whitef, 2.0f); ExplosionFx.CreateExplosion(position, blastPower, explAirPath, explSoundPath, isMissile = true, caliber = 0, explosivePart = null, direction = default(Vector3)); Debug.Log("Air NExplosion Activated"); } else { if (!hasExploded && weapon.vessel.heightFromTerrain <= 69999 && weapon.vessel.heightFromTerrain >= 501 && weapon.TimeFired >= weapon.dropTime && weapon.blastRadius <= 1000) { hasExploded = true; if (part != null) { part.temperature = part.maxTemp + 100; } GameObject csource = new GameObject(); csource.SetActive(true); csource.transform.position = position; csource.transform.rotation = rotation; csource.transform.up = direction; //Detonator cdetonator = csource.AddComponent<Detonator>(); //csource.GetComponent<Detonator>().enabled = true; //cdetonator.duration = 3.0f; //cdetonator.size = blastRadius; //cdetonator.detail = 10.0f; ExplosionFx.CreateExplosion(position, blastPower, explAirPath, explSoundPath, isMissile = true, caliber = 0, explosivePart = null, direction = default(Vector3)); Debug.Log("Air CExplosion Activated"); } else { if (!hasExploded && weapon.TimeFired >= weapon.dropTime && weapon.vessel.heightFromTerrain <= 500 && weapon.blastRadius >= 1000) { hasExploded = true; if (part != null) { part.temperature = part.maxTemp + 100; } GameObject source = new GameObject(); source.SetActive(true); source.transform.position = position; source.transform.rotation = rotation; source.transform.up = direction; //Detonator ndetonator = source.AddComponent<Detonator>(); //source.GetComponent<Detonator>().enabled = true; //ndetonator.duration = 5.0f; //ndetonator.size = blastRadius; //ndetonator.detail = 10.0f; CameraFade flashEffect = source.AddComponent <CameraFade>(); source.GetComponent <CameraFade>().enabled = true; flashEffect.SetScreenOverlayColor(white); flashEffect.StartFade(whitef, 2.0f); ExplosionFx.CreateExplosion(position, blastPower, explGroundPath, explSoundPath, isMissile = true, caliber = 0, explosivePart = null, direction = default(Vector3)); Debug.Log("Ground NExplosion Activated"); } else { if (!hasExploded && weapon.TimeFired >= weapon.dropTime && weapon.vessel.heightFromTerrain <= 500 && weapon.blastRadius <= 1000) { hasExploded = true; if (part != null) { part.temperature = part.maxTemp + 100; } GameObject csource = new GameObject(); csource.SetActive(true); csource.transform.position = position; csource.transform.rotation = rotation; csource.transform.up = direction; //Detonator cdetonator = csource.AddComponent<Detonator>(); //csource.GetComponent<Detonator>().enabled = true; //cdetonator.duration = 3.0f; //cdetonator.size = blastRadius; //cdetonator.detail = 10.0f; ExplosionFx.CreateExplosion(position, blastPower, explGroundPath, explSoundPath, isMissile = true, caliber = 0, explosivePart = null, direction = default(Vector3)); Debug.Log("Ground CExplosion Activated"); } } } } } }