Exemplo n.º 1
0
    private IEnumerator Fade(FadeDirection fadeDirection, FadeDirection fadeDirection1 = FadeDirection.In)
    {
        float alpha        = (fadeDirection == FadeDirection.Out)? 1 : 0;
        float fadeEndValue = (fadeDirection == FadeDirection.Out)? 0 : 1;

        if (fadeDirection == FadeDirection.Out)
        {
            while (alpha >= fadeEndValue)
            {
                SetColorImage(ref alpha, fadeDirection);
                yield return(null);
            }
            fadeOutUIImage.enabled = false;
        }
        else
        {
            fadeOutUIImage.enabled = true;
            while (alpha <= fadeEndValue)
            {
                SetColorImage(ref alpha, fadeDirection);
                yield return(null);
            }
        }

        if (fadeDirection1 == FadeDirection.Out)
        {
            fadeOutUIImage.color = new Color(fadeOutUIImage.color.r, fadeOutUIImage.color.g, fadeOutUIImage.color.b, 1);
            yield return(new WaitForSeconds(1f));

            co = StartCoroutine(Fade(FadeDirection.Out));
            yield return(null);
        }
    }
Exemplo n.º 2
0
    private IEnumerator Fade(FadeDirection fadeDirection, GameObject gameObject)
    {
        float alpha        = (fadeDirection == FadeDirection.Out) ? 1 : 0;
        float fadeEndValue = (fadeDirection == FadeDirection.Out) ? 0 : 1;
        var   image        = gameObject.GetComponent <Image>();

        if (fadeDirection == FadeDirection.Out)
        {
            while (alpha >= fadeEndValue)
            {
                SetColorImage(ref alpha, fadeDirection, image);
                yield return(null);
            }

            image.enabled = false;
        }
        else
        {
            image.enabled = true;
            while (alpha <= fadeEndValue)
            {
                SetColorImage(ref alpha, fadeDirection, image);
                yield return(null);
            }
        }
    }
    private IEnumerator FadeAudio(FadeDirection direction, System.Action onComplete)
    {
        const int numFadeSteps = 100;
        float     stepAmount   = 1f / numFadeSteps;

        float easeSpeed = audioFadeDuration / numFadeSteps;
        float easeStart = minVolume;
        float easeGoal  = maxVolume;

        if (direction == FadeDirection.Down)
        {
            easeStart = maxVolume;
            easeGoal  = minVolume;
        }

        for (float pct = 0; pct <= 1f; pct += stepAmount)
        {
            float volumeLevel;
            if (direction == FadeDirection.Down)
            {
                volumeLevel = Mathfx.Sinerp(easeStart, easeGoal, pct);
            }
            else
            {
                volumeLevel = Mathfx.Coserp(easeStart, easeGoal, pct);
            }
            source.volume = volumeLevel;

            yield return(new WaitForSeconds(easeSpeed));
        }
        onComplete();
    }
Exemplo n.º 4
0
        /// <summary>
        /// UI & Scene Effects
        /// </summary>
        private void SetColorImage(ref float alpha, FadeDirection fadeDirection)
        {
            fadeOutUIImage.color      = new Color(fadeOutUIImage.color.r, fadeOutUIImage.color.g, fadeOutUIImage.color.b, alpha);
            fadeOutLoadingImage.color = new Color(fadeOutLoadingImage.color.r, fadeOutLoadingImage.color.g, fadeOutLoadingImage.color.b, alpha);

            alpha += Time.deltaTime * (1.0f / fadeSpeed) * ((fadeDirection == FadeDirection.Out) ? -1 : 1);
        }
Exemplo n.º 5
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        /// <summary>
        /// Starts the fading using <see cref="Start"/> and toggled the fade direction afterwards
        /// </summary>
        /// <param name="monoBehaviour"></param>
        /// <param name="fadeDirection"></param>
        /// <param name="duration"></param>
        public void StartToggle(MonoBehaviour monoBehaviour, ref FadeDirection fadeDirection, float duration)
        {
            Start(monoBehaviour, fadeDirection, duration);

            // toggle fade direction
            fadeDirection = fadeDirection == FadeDirection.In ? FadeDirection.Out : FadeDirection.In;
        }
Exemplo n.º 6
0
    // FADE TRANSITION FUNCTIONS
    public IEnumerator Fade(FadeDirection fadeDirection)
    {
        fadeOutUIImage.gameObject.SetActive(true);

        float alpha        = (fadeDirection == FadeDirection.Out) ? 1 : 0;
        float fadeEndValue = (fadeDirection == FadeDirection.Out) ? 0 : 1;

        if (fadeDirection == FadeDirection.Out)
        {
            while (alpha >= fadeEndValue)
            {
                SetColorImage(ref alpha, fadeDirection);
                yield return(null);
            }
            fadeOutUIImage.enabled = false;
        }
        else
        {
            fadeOutUIImage.enabled = true;
            while (alpha <= fadeEndValue)
            {
                SetColorImage(ref alpha, fadeDirection);
                yield return(null);
            }
        }
    }
Exemplo n.º 7
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        private ScreenEffects()
        {
            _fadeDirection = FadeDirection.None;

            _fadeTexture = new Texture2D(Engine.Device, 1, 1);
            _fadeTexture.SetData<Color>(new Color[] { Color.Black });
        }
    public IEnumerator FadeAndLoadScene(FadeDirection fadeDirection)
    {
        yield return(Fade(fadeDirection));

        SceneManager.LoadScene(zonaDestino);
        Debug.Log(zonaDestino);
    }
Exemplo n.º 9
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    public IEnumerator FadeAndLoadScene(FadeDirection fadeDirection, int sceneToLoad, float opacity)
    {
        yield return(Fade(fadeDirection, opacity));

        SceneManager.LoadScene(sceneToLoad);
        this.gameObject.SetActive(false);
    }
Exemplo n.º 10
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        private bool TryMoveNext()
        {
            targetTextElement.text = string.Empty;
            if (timelineEnumerator.MoveNext())
            {
                currentElement = timelineEnumerator.Current;
                if (currentElement == null)
                {
                    currentTimeline = null;
                    return(false);
                }
                else
                {
                    doneWithCurrentElement = false;
                    fadeInDone             = false;
                    fadeOutDone            = false;
                    fadeDirection          = FadeDirection.None;
                    elementDisplayedAt     = float.NaN;

                    return(true);
                }
            }
            else
            {
                return(false);
            }
        }
Exemplo n.º 11
0
    private IEnumerator Fade(FadeDirection fadeDirection)
    {
        float alpha = (fadeDirection == FadeDirection.Out) ? 1 : 0;

        float fadeEndValue = (fadeDirection == FadeDirection.Out) ? 0 : 1;

        if (fadeDirection == FadeDirection.Out)
        {
            while (alpha >= fadeEndValue)
            {
                SetColorImage(ref alpha, fadeDirection);
                yield return(null);
            }
            FadeOutUIImage.enabled = false;
        }
        else
        {
            FadeOutUIImage.enabled = true;
            while (alpha <= fadeEndValue)
            {
                SetColorImage(ref alpha, fadeDirection);
                yield return(null);
            }
        }
    }
Exemplo n.º 12
0
    private IEnumerator Fade(FadeDirection fadeDirection)
    {
        float alpha         = (fadeDirection == FadeDirection.Out) ? 0 : 1;
        float scale         = 0;
        float scaleEndValue = 50;
        float fadeEndValue  = (fadeDirection == FadeDirection.Out) ? 1 : 0;

        if (fadeDirection == FadeDirection.Out)
        {
            //transparent >> flash >> white screen
            while (scale < scaleEndValue)
            {
                scale = Mathf.Lerp(scale, scaleEndValue, 0.01f);
                if (scale >= 0.8 * scaleEndValue)
                {
                    scale = scaleEndValue;
                }
                flash.localScale = new Vector3(scale, scale, scale);
                yield return(null);
            }

            fadeOutUIImage.enabled = false;
        }
        else
        {
            fadeOutUIImage.enabled = true;
            while (alpha >= fadeEndValue)
            {
                SetColorImage(ref alpha, fadeDirection);
                yield return(null);
            }
        }
    }
Exemplo n.º 13
0
    public IEnumerator FadeAndLoadScene(FadeDirection fadeDirection, string sceneToLoad)
    {
        Cursor.visible = true;
        yield return(Fade(fadeDirection));

        SceneManager.LoadScene(sceneToLoad);
    }
Exemplo n.º 14
0
    public IEnumerator Fade(FadeDirection fadeDirection)
    {
        PlayerMover mover = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMover>();

        mover.freeze = true;
        if (fadeDirection == FadeDirection.In)
        {
            for (float i = 0; i <= fadeSpeed; i += Time.deltaTime)
            {
                // set color with i as alpha
                fadeOutUIImage.color = new Color(0, 0, 0, i);
                StartCoroutine(this.Fade(FadeDirection.Out));
                yield return(null);
            }
        }
        else
        {
            for (float i = fadeSpeed; i >= 0; i -= Time.deltaTime)
            {
                // set color with i as alpha
                fadeOutUIImage.color = new Color(0, 0, 0, i);
                mover.freeze         = false;
                yield return(null);
            }
        }
    }
Exemplo n.º 15
0
        public void BeginFadeEffect(float targetTransparency, float duration)
        {
            if ((byte)targetTransparency == Colour.A)
            {
                return;
            }

            _fadeDirection = FadeDirection.FadeIn;

            if (targetTransparency < (float)Colour.A)
            {
                _fadeDirection = FadeDirection.FadeOut;
            }

            _fadeTransparency = Colour.A;

            float totalFadeChange = targetTransparency - (float)Colour.A;

            if (totalFadeChange < 0)
            {
                totalFadeChange *= -1;
            }

            _fadeChangePerSecond = totalFadeChange / (duration / 1000.0f);

            _targetTransparency = targetTransparency;

            IsFading = true;
        }
Exemplo n.º 16
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    /* FADE */
    IEnumerator Fade(FadeDirection dir, float duration, float minFadeValue, float maxFadeValue)
    {
        var _color = _getColor();

        if (dir == FadeDirection.In)
        {
            for (float i = 1; i >= 0; i -= Time.deltaTime / duration)
            {
                var newColor = new Color(_color.r, _color.g, _color.b, Mathf.Lerp(minFadeValue, maxFadeValue, i));
                _setColor(newColor);
                yield return(null);
            }
            _setColor(new Color(_color.r, _color.g, _color.b, 0f));
        }
        else
        {
            for (float i = 0; i <= 1; i += Time.deltaTime / duration)
            {
                var newColor = new Color(_color.r, _color.g, _color.b, Mathf.Lerp(minFadeValue, maxFadeValue, i));
                _setColor(newColor);
                yield return(null);
            }
            _setColor(new Color(_color.r, _color.g, _color.b, 1f));
        }
    }
Exemplo n.º 17
0
        void Update()
        {
            if (Input.anyKeyDown)
            {
                if (Input.GetKeyDown(toggleKeyCode))
                {
                    if (currentFadeCoroutine != null)
                    {
                        StopCoroutine(currentFadeCoroutine);
                    }

                    // start fading
                    if (fadeDirection == FadeDirection.In)
                    {
                        currentFadeCoroutine = StartCoroutine(Fade(minimumValue, maximumValue));
                    }
                    else if (fadeDirection == FadeDirection.Out)
                    {
                        currentFadeCoroutine = StartCoroutine(Fade(maximumValue, minimumValue));
                    }

                    // toggle fade direction
                    fadeDirection = fadeDirection == FadeDirection.In ? FadeDirection.Out : FadeDirection.In;
                }
            }
        }
Exemplo n.º 18
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        private async Task Fade(FadeDirection direction, CancellationToken cancellationToken)
        {
            var deltaDuration = fadeDuration * (direction == FadeDirection.In ? 1f - fadePosition : fadePosition);
            var endTime       = Time.realtimeSinceStartup + deltaDuration;

            while (Time.realtimeSinceStartup < endTime)
            {
                await Task.Yield();

                if (!Application.isPlaying)
                {
                    return;
                }

                cancellationToken.ThrowIfCancellationRequested();

                var timeRemaining = endTime - Time.realtimeSinceStartup;

                fadePosition = timeRemaining / fadeDuration;

                if (direction == FadeDirection.In)
                {
                    fadePosition = 1f - fadePosition;
                }

                blockerCanvasGroup.alpha = Mathf.Lerp(unblockedAlpha, blockedAlpha, fadePosition);
            }

            fadePosition = Mathf.Clamp01(fadePosition);
        }
Exemplo n.º 19
0
    public IEnumerator FadeRoutine(FadeDirection fadeDirection)
    {
        float alpha        = (fadeDirection == FadeDirection.Out) ? 1 : 0;
        float fadeEndValue = (fadeDirection == FadeDirection.Out) ? 0 : 1;

        Debug.Log(fadeEndValue);
        if (fadeDirection == FadeDirection.Out)
        {
            while (alpha >= fadeEndValue)
            {
                SetColorImage(ref alpha, fadeDirection);
                yield return(null);
            }
            FadeImage.enabled = false;
        }
        else
        {
            FadeImage.enabled = true;
            while (alpha <= fadeEndValue)
            {
                SetColorImage(ref alpha, fadeDirection);
                yield return(null);
            }
            FadeImage.color = new Color(FadeImage.color.r, FadeImage.color.g, FadeImage.color.b, alpha);
        }
    }
Exemplo n.º 20
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        private ScreenEffects()
        {
            _fadeDirection = FadeDirection.None;

            _fadeTexture = new Texture2D(GameEngine.Device, 1, 1);
            _fadeTexture.SetData <Color>(new Color[] { Color.Black });
        }
Exemplo n.º 21
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        private IEnumerator Fade(FadeDirection fadeDirection)
        {
            float alpha        = (fadeDirection == FadeDirection.Out) ? 1 : 0;
            float fadeEndValue = (fadeDirection == FadeDirection.Out) ? 0 : 1;

            if (fadeDirection == FadeDirection.Out)
            {
                while (alpha >= fadeEndValue)
                {
                    SetColorImage(ref alpha, fadeDirection);
                    yield return(null);
                }
                fadeOutUIImage.enabled = false;
                OnSceneLoadComplete?.Invoke();
            }
            else
            {
                OnSceneLoadStarted?.Invoke();
                fadeOutUIImage.enabled = true;
                while (alpha <= fadeEndValue)
                {
                    SetColorImage(ref alpha, fadeDirection);
                    yield return(null);
                }
            }
        }
Exemplo n.º 22
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    private IEnumerator FadeAndLoad(FadeDirection dir, int lvl)
    {
        float alpha        = (FadeDirection.Out == dir) ? 1 : 0;
        float fadeEndValue = (dir == FadeDirection.Out)? 0 : 1;

        if (dir == FadeDirection.Out)
        {
            while (alpha >= fadeEndValue)
            {
                SetColorImage(ref alpha, dir);
                yield return(null);
            }
            fadeOutImage.enabled = false;
        }
        else
        {
            fadeOutImage.enabled = true;
            while (alpha <= fadeEndValue)
            {
                SetColorImage(ref alpha, dir);
                yield return(null);
            }
        }
        SceneManager.LoadScene(lvl);
    }
Exemplo n.º 23
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        private IEnumerator Fade(float globalDuration, FadeDirection fadeDirection)
        {
            float timeElapsed = 0;

            while (timeElapsed < globalDuration)
            {
                float percentage = timeElapsed / globalDuration;

                if (fadeDirection == FadeDirection.Out)
                {
                    percentage = 1.0f - percentage;
                }

                percentage = Mathf.Clamp(percentage, 0f, 1f);

                timeElapsed += Time.deltaTime;

                ApplyFade(percentage);

                yield return(null);
            }

            // set end value explicitly, otherwise it might not be the specified one because of the time increments
            if (fadeDirection == FadeDirection.Out)
            {
                ApplyFade(0f);
            }
            else
            {
                ApplyFade(1f);
            }
        }
Exemplo n.º 24
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    // Update is called once per frame
    void Update()
    {
        if (fadeDirection == FadeDirection.FadeOut)
        {
            fadePlaneMaterial.color = new Color(fadePlaneMaterial.color.r, fadePlaneMaterial.color.g, fadePlaneMaterial.color.b, fadeAlphaValue);
            if (fadeAlphaValue >= 1f)
            {
                fadeDirection = FadeDirection.FadeIn;
            }
            fadeAlphaValue += Time.deltaTime / FadeSpeed;
        }
        else if (fadeDirection == FadeDirection.FadeIn)
        {
            fadePlaneMaterial.color = new Color(fadePlaneMaterial.color.r, fadePlaneMaterial.color.g, fadePlaneMaterial.color.b, fadeAlphaValue);
            if (fadeAlphaValue <= 0f)
            {
                FadePlane.SetActive(false);
                fadeDirection = FadeDirection.None;
            }
            fadeAlphaValue -= Time.deltaTime / FadeSpeed;
        }


        //if (InformationTimeShowed > 0) {
        //	InformationTimeShowed -= Time.deltaTime;
        //} else {
        //	InformationsHUD.enabled = false;
        //	InformationsCanvas.enabled = false;
        //}
    }
Exemplo n.º 25
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    public IEnumerator Fade(FadeDirection fadeDirection, float fadeSpeed, Action <bool> done)
    {
        fadeCanvas.gameObject.transform.Find("FadeBackground").gameObject.SetActive(true);
        Image fadeBackground = fadeCanvas.gameObject.transform.Find("FadeBackground").gameObject.GetComponentInChildren <Image>();
        float alpha          = (fadeDirection == FadeDirection.Out) ? 1 : 0;
        float fadeEndValue   = (fadeDirection == FadeDirection.Out) ? 0 : 1;

        fadeBackground.enabled = true;
        if (fadeDirection == FadeDirection.Out)
        {
            while (alpha >= fadeEndValue)
            {
                SetColorImage(fadeBackground, ref alpha, fadeDirection, fadeSpeed);
                yield return(null);
            }
            SetColorImage(fadeBackground, ref alpha, fadeDirection, fadeSpeed);
            fadeBackground.enabled = false;
            done(true);
        }
        else
        {
            while (alpha <= fadeEndValue)
            {
                SetColorImage(fadeBackground, ref alpha, fadeDirection, fadeSpeed);
                yield return(null);
            }
            SetColorImage(fadeBackground, ref alpha, fadeDirection, fadeSpeed);
            done(true);
        }
    }
Exemplo n.º 26
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 /// <summary>
 /// 判断是否能关闭
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 void _FormClosing(object sender, FormClosingEventArgs e)
 {
     if (_opacity >= _endopacity && FadeOutEnabled)
     {
         e.Cancel = true; _direction = FadeDirection.FadeOut; _timer.Enabled = true; _timer.Start();
     }
 }
Exemplo n.º 27
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    public IEnumerator FadeAndLoadScene(FadeDirection fadeDirection, string sceneToLoad)
    {
        yield return(Fade(fadeDirection));

        Debug.Log("Fading and loading " + sceneToLoad);
        SceneManager.LoadScene(sceneToLoad);
    }
Exemplo n.º 28
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        /// <summary>
        /// Generic method to handle all opacity transitions.
        /// </summary>
        public static void Fade(GameObject gameObject, FadeDirection fadeDirection, float opacity, float duration, Easing easing, bool destroy, string cubicBezier)
        {
            Transform[] objectAndChildren = gameObject.GetComponentsInChildren <Transform> ();
            // If there are child objects, loop through them
            for (int i = 0; i < objectAndChildren.Length; i++)
            {
                // TODO: Provide a check to see whether the child component already has this code.
                // I was hitting issues before where child objects were not fading in because they had their own
                // components calling the same coroutine

                // Check to see if there's a renderer before trying to tween
                if (objectAndChildren [i].gameObject.GetComponent <Renderer> () != null)
                {
                    if (CrayonRunner.Instance == null)
                    {
                        Debug.LogWarning(CrayonMessages.PrefabMissing);
                    }
                    else
                    {
                        CrayonRunner.Instance.Run(CrayonTweenCoroutines.FadeCoroutine(objectAndChildren [i].gameObject, fadeDirection, opacity, duration, easing, destroy, cubicBezier));
                    }
                }
                else
                {
                    Debug.LogWarningFormat("{0} will not tween because it does not contain a Renderer component.", objectAndChildren [i].gameObject.name);
                }
            }
        }
Exemplo n.º 29
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    public IEnumerator FadeAndLoadScene(FadeDirection fadeDirection, string sceneToLoad)
    {
        fadeOutUIImage.color   = new Color(fadeOutUIImage.color.r, fadeOutUIImage.color.g, fadeOutUIImage.color.b, 0f);
        fadeOutUIImage.enabled = true;
        yield return(Fade(fadeDirection));

        SceneManager.LoadScene(sceneToLoad);
    }
Exemplo n.º 30
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 private void CompleteFade()
 {
     _fadeDirection = FadeDirection.None;
     if (FadeCompleted != null)
     {
         FadeCompleted(this, null);
     }
 }
Exemplo n.º 31
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 private void Fade(FadeDirection fadeDirection)
 {
     if (co != null)
     {
         StopCoroutine(co);
     }
     co = StartCoroutine(FadeText(fadeDirection));
 }
Exemplo n.º 32
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        public MainMenuScreen(FadeDirection fadeIn)
        {
            this.TransitionOnTime = TimeSpan.FromSeconds(0.5f);
            this.TransitionOffTime = TimeSpan.FromSeconds(0.5f);
            this.FadeType = FadeType.FadeAlpha;
            this.FadeIn = fadeIn;
            this.FadeOut = FadeDirection.Right;

            HighscoreHelper.ResubmitHighscoreIfNeeded();
        }
Exemplo n.º 33
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        private IntPtr HookProc(int code, IntPtr wParam, IntPtr lParam)
        {
            if (code >= 0)
            {
                var num = Marshal.ReadInt32(lParam);
                if (wParam == (IntPtr) 256)
                {
                    if (num.ToString(CultureInfo.CurrentCulture) == "164")
                        _altPressed = true;
                    if (num.ToString(CultureInfo.CurrentCulture) == "162")
                        _ctrlPressed = true;
                    if (num.ToString(CultureInfo.CurrentCulture) == "160")
                        _shiftPressed = true;
                }
                else if (wParam == (IntPtr) 257)
                {
                    if (num.ToString(CultureInfo.CurrentCulture) == "164")
                        _altPressed = false;
                    if (num.ToString(CultureInfo.CurrentCulture) == "162")
                        _ctrlPressed = false;
                    if (num.ToString(CultureInfo.CurrentCulture) == "160")
                        _shiftPressed = false;
                }
                var fadeDirection = _fadeDirection;
                _fadeDirection = !_shiftPressed || !_ctrlPressed || !_altPressed
                    ? FadeDirection.FadeOut
                    : FadeDirection.FadeIn;
                if (fadeDirection != _fadeDirection)
                {
                    // Let all reachable ("kontexted") items to refresh themselves
                    _kontexts.ForEach(k => k.Items.ForEach(ki => ki.RefreshState()));

                    // Fade the window in
                    Show();
                    _fadeTimer.Start();
                    if (_fadeDirection == FadeDirection.FadeIn)
                        MoveToForeground();
                }
            }
            return CallNextHookEx(_hhook, code, (int) wParam, lParam);
        }
Exemplo n.º 34
0
        private void CaptureOrCancelButtonClick(object sender, EventArgs e)
        {
            // If we are capturing, stop. If we're not, start. If capturing the From key, this is the cancel button.

            if (disabled || mapped)
                return;

            if (capturingFromKey)
            {
                // Cancel
                capturingFromKey = false;
                StopCapture();
                Close();
                return;
            }

            if (capturingToKey)
            {
                // Cancelling capture - return display to lists.
                capturingToKey = false;
                direction = FadeDirection.FromMappedToUnmapped;
                StopCapture();
            }
            else
            {
                // OK, start capturing the To key.
                // New capture each time:
                SetMapToBlankMapping();
                StartCapture();
                capturingToKey = true;
                direction = FadeDirection.FromUnmappedToMapped;
            }

            SetupForm();
            Transition();
        }
Exemplo n.º 35
0
        private void MapSelected()
        {
            if (disabled)
                // Nono - Can't map while disabled. Shouldn't be here anyway!
                return;

            if (mapped)
            {
                // Unmap.
                MappingsManager.DeleteMapping(map);
                SetMapToBlankMapping();
                Close();
                return;
            }

            if (capturingToKey)
            {
                // Ah, but have we caught a "to" key yet?
                if (!map.IsValid())
                    return;

                capturingToKey = false;
                StopCapture();
                MappingsManager.AddMapping(map);
                Close();
                return;
            }

            if (selectingFromKeyFromLists)
            {

                Key selectedKey = GetKeyFromListboxValue();

                // Have we been sent a dud??
                if (selectedKey.Scancode == 0)
                {
                    // Something went wrong.
                    map = new KeyMapping();
                }
                else
                {
                    SetMapToBlankMapping(selectedKey.Scancode, selectedKey.Extended);
                    // Need to move panel back to where it was and set the image in the picturebox
                    KeyListsPanel.Location = savedPanelLocation;

                    FromKeyPictureBox.SetImage(ButtonImages.GetButtonImage(map.From.Scancode, map.From.Extended));
                    selectingFromKeyFromLists = false;
                    keyThreshold = 1;
                    SetListOptionsComboIndex();
                    SetupForm();
                    return;

                }

            }

            if (capturingFromKey == false)
            {
                // Not mapped, not capturing From or To keys, so this is mapping from list.
                // Need to call method to create map from name.
                if (CreateMappingFromListboxValue())
                {
                    MappingsManager.AddMapping(map);
                    Close();
                }
                return;
            }
            else
            {
                // Setting the From key. Map has already been created from keypress
                capturingFromKey = false;
                StopCapture();
                direction = FadeDirection.FromBlankToUnmapped;
                SetupForm();
                Transition();
            }
        }
Exemplo n.º 36
0
 private void Fade(AudioSource audioSource, FadeDirection fadeDirection, float fadeSpeed)
 {
     var isFading = fadeDirection == FadeDirection.In ? (audioSource.volume < 1.0f) : (audioSource.volume > 0.0f);
     if (isFading)
     {
         var speed = fadeDirection == FadeDirection.In ? fadeSpeed : -FadeSpeed;
         audioSource.volume = audioSource.volume + speed * Time.deltaTime;
     }
 }
Exemplo n.º 37
0
		/// <summary>
		/// 判断是否能关闭
		/// </summary>
		/// <param name="sender"></param>
		/// <param name="e"></param>
		void _FormClosing(object sender, FormClosingEventArgs e)
		{
			if (_opacity >= _endopacity && FadeOutEnabled)
			{
				e.Cancel = true; _direction = FadeDirection.FadeOut; _timer.Enabled = true; _timer.Start();
			}
		}
Exemplo n.º 38
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		public FadeScreen(FadeDirection direction)
		{
			if (direction == FadeDirection.None) throw new ArgumentNullException("direction");

			m_direction = direction;
		}
Exemplo n.º 39
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 private void CompleteFade()
 {
     _fadeDirection = FadeDirection.None;
     if (FadeCompleted != null)
     {
         FadeCompleted(this, null);
     }
 }
Exemplo n.º 40
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 /// <summary>
 /// Helper draws a translucent black fullscreen sprite, used for fading
 /// screens in and out, and for darkening the background behind popups.
 /// </summary>
 public void FadeScreen()
 {
     _alpha = 0;
     _fadeDirection = FadeDirection.FadeOut;
 }
Exemplo n.º 41
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 public EffectsBuilder Fade(FadeDirection direction)
 {
     return Add(EffectsList.Fade, direction.ToString().ToLower());
 }
Exemplo n.º 42
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 public void UnFadeScreen()
 {
     _alpha = 255;
     _fadeDirection = FadeDirection.FadeIn;
 }