Exemplo n.º 1
0
        static void FadeSourcesTo(float to, float duration, bool ignoreTimeScale, FadeBehaviour onCompleteBehaviour, TweenCallback onComplete)
        {
            int len = audioGroups.Length;

            for (int i = 0; i < len; ++i)
            {
                audioGroups[i].FadeSourcesTo(to, duration, ignoreTimeScale, onCompleteBehaviour, onComplete);
            }
        }
Exemplo n.º 2
0
    // Use this for initialization
    void Start()
    {
        boredom     = boredomMax;
        gameRunning = true;

        pig = (PigBehaviour)FindObjectOfType(typeof(PigBehaviour));

        tickIndex = 0;
        fade      = this.GetComponent <FadeBehaviour>();
        fade.FadeIn();
    }
        internal void FadeSourcesTo(float to, float duration, bool ignoreTimeScale, FadeBehaviour onCompleteBehaviour, TweenCallback onComplete)
        {
            int len = sources.Count;

            for (int i = 0; i < len; ++i)
            {
                DeAudioSource src = sources[i];
                if (!src.isPlaying || src.isFadingOut)
                {
                    continue;                                    // Ignore sources that are fading to 0 or that are not playing at all
                }
                sources[i].FadeTo(to, duration, ignoreTimeScale, onCompleteBehaviour, onComplete);
            }
        }
Exemplo n.º 4
0
    private IEnumerator loadNextLevel()
    {
        yield return new WaitForSeconds(3f);
        fade = this.GetComponent<FadeBehaviour>();
        fade.FadeOut();
        yield return new WaitForSeconds(2f);

        string nextLevel = levelList[0];
        for (int i = 0; i < levelList.Length - 1; i++) {
            if (levelList[i].Equals(Application.loadedLevelName)) {
                nextLevel = levelList[i+1];
            }
        }

        Application.LoadLevel(nextLevel);
    }
        internal void FadeTo(float to, float duration, bool ignoreTimeScale, FadeBehaviour onCompleteBehaviour, TweenCallback onComplete)
        {
            _fadeTween.Kill();
            _fadeTween = DOTween.To(() => volume, x => volume = x, to, duration)
                         .SetTarget(this).SetUpdate(ignoreTimeScale).SetEase(DeAudioManager.I.fadeEase);
            switch (onCompleteBehaviour)
            {
            case FadeBehaviour.Stop:
                _fadeTween.OnStepComplete(Stop);
                break;

            case FadeBehaviour.Pause:
                _fadeTween.OnStepComplete(Pause);
                break;
            }
            if (onComplete != null)
            {
                _fadeTween.OnComplete(onComplete);
            }
        }
Exemplo n.º 6
0
    private IEnumerator loadNextLevel()
    {
        yield return(new WaitForSeconds(3f));

        fade = this.GetComponent <FadeBehaviour>();
        fade.FadeOut();
        yield return(new WaitForSeconds(2f));

        string nextLevel = levelList[0];

        for (int i = 0; i < levelList.Length - 1; i++)
        {
            if (levelList[i].Equals(Application.loadedLevelName))
            {
                nextLevel = levelList[i + 1];
            }
        }

        Application.LoadLevel(nextLevel);
    }
        internal void FadeTo(float to, float duration, bool ignoreTimeScale, FadeBehaviour onCompleteBehaviour, TweenCallback onComplete)
        {
            if (to <= 0)
            {
                to = 0;
            }
            else
            {
                float maxScaledVolume = 1 / targetVolume / audioGroup.fooVolume / DeAudioManager.globalVolume;
                if (to > maxScaledVolume)
                {
                    to = maxScaledVolume;
                }
            }
            _fadeTween.Kill();
            _fadeTween = DOTween.To(() => unscaledVolume, x => volume = x, to, duration)
                         .SetTarget(this).SetUpdate(ignoreTimeScale).SetEase(DeAudioManager.I.fadeEase);
            if (to <= 0)
            {
                isFadingOut = true;
            }
            switch (onCompleteBehaviour)
            {
            case FadeBehaviour.Stop:
                _fadeTween.OnStepComplete(OnFadeToInternalComplete_Stop);
                break;

            case FadeBehaviour.Pause:
                _fadeTween.OnStepComplete(OnFadeToInternalComplete_Pause);
                break;

            default:
                _fadeTween.OnStepComplete(OnFadeToInternalComplete_Default);
                break;
            }
            if (onComplete != null)
            {
                _fadeTween.OnComplete(onComplete);
            }
        }
Exemplo n.º 8
0
    // places an asset in the arena at a random location and with a random orientation
    void placeAsset()
    {
        // randomise the location within x and z boundaries
        float   x        = Random.Range(-500, 500);
        float   z        = Random.Range(-500, 500);
        Vector3 location = new Vector3(x, 50f, z);

        // randomise the asset to be placed
        int        assetIndex = Mathf.RoundToInt(Random.Range(0, getAmountOfAssets()));
        GameObject asset      = assets[assetIndex];

        fading = asset.GetComponent <FadeBehaviour>();
        // How long before the asset is refreshed
        float assetTimer = Random.Range(1, 15);

        // instantiate the asset
        GameObject currentAsset = (GameObject)Instantiate(asset, location, Quaternion.identity);

        //Destroy (currentAsset, assetTimer);
        //Invoke ("fadeOut", assetTimer);
        fading.queFadeOut(assetTimer);
        Debug.Log("invoking fade-out");
        Invoke("placeAsset", assetTimer);
    }
Exemplo n.º 9
0
 public FadeBehaviourWrapper(FadeBehaviour fadeBehaviour)
 {
     this.fadeBehaviour = fadeBehaviour;
 }
 /// <summary>Fades out the volume of each source in this group (not this group's volume)</summary>
 public void FadeSourcesOut(float duration = 1.5f, bool ignoreTimeScale = true, FadeBehaviour onCompleteBehaviour = FadeBehaviour.Stop)
 {
     FadeSourcesTo(0, duration, ignoreTimeScale, onCompleteBehaviour, null);
 }
 /// <summary>Fades out this group's volume</summary>
 public void FadeOut(float duration = 1.5f, bool ignoreTimeScale = true, FadeBehaviour onCompleteBehaviour = FadeBehaviour.Stop, TweenCallback onComplete = null)
 {
     FadeTo(0, duration, ignoreTimeScale, onCompleteBehaviour, onComplete);
 }
Exemplo n.º 12
0
 public static FadeBehaviourWrapper Wrap(FadeBehaviour fadeBehaviour) => new FadeBehaviourWrapper
 {
     FadeBehaviour = fadeBehaviour
 };
Exemplo n.º 13
0
 /// <summary>Fades out the volume of each source in the given group (not the given group's volume)</summary>
 public static void FadeSourcesOut(DeAudioGroupId groupId, float duration = 1.5f, bool ignoreTimeScale = true, FadeBehaviour onCompleteBehaviour = FadeBehaviour.Stop, TweenCallback onComplete = null)
 {
     FadeSourcesTo(groupId, 0, duration, ignoreTimeScale, onCompleteBehaviour, onComplete);
 }
 /// <summary>
 /// Fades out then stops all sources in this group, while starting the given <see cref="DeAudioClipData"/> with a fade-in effect.
 /// <para>Returns the <see cref="DeAudioSource"/> instance used to play, or NULL if the clip couldn't be played</para>
 /// </summary>
 public DeAudioSource Crossfade(DeAudioClipData clipData, float fadeDuration = 1.5f, bool ignoreTimeScale = true, FadeBehaviour onfadeOutBehaviour = FadeBehaviour.Stop, TweenCallback onComplete = null)
 {
     return(Crossfade(clipData.clip, clipData.volume, clipData.pitch, clipData.loop, fadeDuration, ignoreTimeScale, onfadeOutBehaviour, onComplete));
 }
Exemplo n.º 15
0
    // Use this for initialization
    void Start()
    {
        boredom = boredomMax;
        gameRunning = true;

        pig = (PigBehaviour) FindObjectOfType(typeof(PigBehaviour));

        tickIndex = 0;
        fade = this.GetComponent<FadeBehaviour>();
        fade.FadeIn();
    }
Exemplo n.º 16
0
        static void FadeSourcesTo(DeAudioGroupId groupId, float to, float duration, bool ignoreTimeScale, FadeBehaviour onCompleteBehaviour, TweenCallback onComplete)
        {
            DeAudioGroup group = GetAudioGroup(groupId);

            if (group != null)
            {
                group.FadeSourcesTo(to, duration, ignoreTimeScale, onCompleteBehaviour, onComplete);
            }
        }
Exemplo n.º 17
0
        /// <summary>
        /// Fades out then stops all sources in the given group, while starting the given clip with a fade-in effect.
        /// <para>Returns the <see cref="DeAudioSource"/> instance used to play, or NULL if the clip couldn't be played</para>
        /// </summary>
        public static DeAudioSource Crossfade(DeAudioGroupId groupId, AudioClip clip, float volume = 1, float pitch = 1, bool loop = false, float fadeDuration = 1.5f, bool ignoreTimeScale = true, FadeBehaviour onfadeOutBehaviour = FadeBehaviour.Stop, TweenCallback onComplete = null)
        {
            DeAudioGroup group = GetAudioGroup(groupId);

            if (group == null)
            {
                Debug.LogWarning(LogPrefix + "Crossfade can't happend and clip can't be played because no group with the given groupId (" + groupId + ") was created");
                return(null);
            }
            return(group.Crossfade(clip, volume, pitch, loop, fadeDuration, ignoreTimeScale, onfadeOutBehaviour, onComplete));
        }
Exemplo n.º 18
0
        static void FadeTo(AudioClip clip, float to, float duration, bool ignoreTimeScale, FadeBehaviour onCompleteBehaviour, TweenCallback onComplete)
        {
            int len = audioGroups.Length;

            for (int i = 0; i < len; ++i)
            {
                DeAudioGroup group = audioGroups[i];
                int          slen  = group.sources.Count;
                for (int c = 0; c < slen; c++)
                {
                    DeAudioSource s = group.sources[c];
                    if (s.clip == clip)
                    {
                        s.FadeTo(to, duration, ignoreTimeScale, onCompleteBehaviour, onComplete);
                    }
                }
            }
        }
        /// <summary>
        /// Fades out then stops all sources in this group, while starting the given clip with a fade-in effect.
        /// <para>Returns the <see cref="DeAudioSource"/> instance used to play, or NULL if the clip couldn't be played</para>
        /// </summary>
        public DeAudioSource Crossfade(AudioClip clip, float volume = 1, float pitch = 1, bool loop = false, float fadeDuration = 1.5f, bool ignoreTimeScale = true, FadeBehaviour onfadeOutBehaviour = FadeBehaviour.Stop, TweenCallback onComplete = null)
        {
            FadeSourcesTo(0, fadeDuration, ignoreTimeScale, onfadeOutBehaviour, null);
            DeAudioSource s = Play(clip, volume, pitch, loop);

            if (s != null)
            {
                s.FadeFrom(0, fadeDuration, ignoreTimeScale, onComplete);
            }
            return(s);
        }
Exemplo n.º 20
0
 void fadeOut(FadeBehaviour fading)
 {
     fading.startFadeOut();
 }