private IEnumerator FadeInRoutine()
        {
            yield return(AlphaChangeRoutine(0, _duration));

            faded = false;
            FadeInComplete?.Invoke();
        }
    private static void StartFadeIn()
    {
        FadeInComplete = null;
        BlackFadeController goController = UnityEngine.Object.Instantiate(Resources.Load <GameObject>("Prefabs/Black Fade")).GetComponent <BlackFadeController>();

        goController.FadeIn();
        goController.FadeCompleted += () => FadeInComplete?.Invoke();
    }
Exemplo n.º 3
0
        //private void OnFadeOutComplete(IGameEvent obj)
        //{
        //    GlobalController.g.FadeV.IniciarFadeIn();
        //    EventAgregator.AddListener(EventKey.fadeInComplete, OnFadeInComplete);

        //    SceneManager.SetActiveScene(
        //       SceneManager.GetSceneByName(GameController.g.MyKeys.CenaAtiva.ToString()));

        //    SaveDatesManager.SalvarAtualizandoDados();

        //    fase = FasesDoLoad.eventInProgress;

        //    SceneManager.UnloadSceneAsync(NomesCenasEspeciais.CenaDeCarregamento.ToString());

        //    //GameController.g.ModificacoesDaCena();
        //    Time.timeScale = 1;
        //    Physics2D.gravity = new Vector2(0, -0.8f);

        //}

        private void OnFadeInComplete(FadeInComplete obj)
        {
            Physics2D.gravity = new Vector2(0, -9.8f);
            Debug.Log("cena ativa para musica: " + SceneManager.GetActiveScene().name);

            Destroy(gameObject);

            InvokeAcaoFinalizadora();
        }
Exemplo n.º 4
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 /// <summary>
 /// Hide the occluder over time.
 /// </summary>
 public void FadeOut(System.Action EndAction = null)
 {
     StopAllCoroutines();
     this.ProgressionAnim(fadeDuration, delegate(float progression)
     {
         image.color = Color.Lerp(fadeColor, startColor, progression);
     }, delegate
     {
         // Invoke endAction and event.
         EndAction?.Invoke();
         FadeInComplete?.Invoke();
     });
 }
Exemplo n.º 5
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        private IEnumerator FadeInPage()
        {
            yield return(StartCoroutine(Coroutines.FadeTo(_canvasGroup, 1, 1)));

            FadeInComplete?.Invoke();
        }