public void OnLevelWin() { player.GetComponent <FirstPersonPlayerController>().enabled = false; player.GetComponent <CameraController>().enabled = false; player.GetComponent <Health>().enabled = false; player.GetComponent <Rigidbody>().useGravity = false; waveSpawner.enabled = false; GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy"); foreach (GameObject enemy in enemies) { //enemy.GetComponent<EnemyHealth>().Die(); Destroy(enemy); } musicManager.GetComponent <AudioSource>().Stop(); musicManager.GetComponent <AudioSource>().PlayOneShot(mainMusic); fadeImage.FadeIn(); StartCoroutine(ShowEndCutscene(3)); /* * if (other.tag == "Player") * { * other.GetComponent<FirstPersonPlayerController>().enabled = false; * other.GetComponent<CameraController>().enabled = false; * * if (targetsLookedAt < lookTargets.Length) * { * for (int i = 0; i < lookTargets.Length; i++) * { * if (lookTargets[i].delay + timePassed <= Time.time && !lookTargets[i].wasLookedAt) * { * Camera.main.transform.LookAt(lookTargets[i].target.position); * lookTargets[i].wasLookedAt = true; * * timePassed = Time.time; * targetsLookedAt += 1; * } * } * } * * if (targetsLookedAt == lookTargets.Length) * { * other.GetComponent<FirstPersonPlayerController>().enabled = true; * other.GetComponent<CameraController>().enabled = true; * } * }*/ }
void CutsceneFlow(string state) { if (state == "startCutScene") { currentImage.FadeOut(2f); currentImage.ChangeSourceImage(0); currentImage.FadeIn(2f); } if (state == "afterfirst") { DirectFadeImage(stateNow); StartCoroutine(waitBothFadeOut(2f)); } if (state == "endScene") { currentImage.gameObject.SetActive(false); nextImage.gameObject.SetActive(false); //GamePhase.Instance.ChangePhase("Phase0"); //SceneLoader.Instance.ChangeToScene(nextScene.ToString()); } }
public IEnumerator UnloadScene() { Debug.Log("unloading"); // Fade to black yield return(StartCoroutine(blackScreenCover.FadeIn())); // Hide loading screen foreach (GameObject i in destroyMeSenpai) { Destroy(i); } //Fade to new screen and destroy this object yield return(StartCoroutine(blackScreenCover.FadeOut(gameObject))); }
void DirectFadeImage(int index) { nextImage.ChangeSourceImage(index); nextImage.FadeIn(1f); currentImage.FadeOut(1f); }
//Fade In-Out public void FadeIn() { fadeImage.FadeIn(fadingSpeed); }