Пример #1
0
    public void HideLoadingScreen()
    {
        StartCoroutine(AudioFadeOut.FadeOutMusic(AudioManager.instance.musicSource, 0.5f,
                                                 AudioManager.instance.menuMusic));

        HandlePvPInterruption();
    }
Пример #2
0
    // Use this for initialization
    void Start()
    {
        fistSource = GetComponent <AudioSource>();

        StartCoroutine(raisingFist(gameObject));
        StartCoroutine(AudioFadeOut.FadeOut(fistSource, 1f));
        if (game)
        {
            foreach (var boid in GameManager.Instance.BoidsManager.robotZombies)
            {
                if (Vector3.Distance(new Vector3(boid.transform.position.x, 0.0f, boid.transform.position.z), circle.transform.position) < circle.GetComponent <Circle>().xradius)
                {
                    if (boid.active)
                    {
                        boid.GetComponent <BoidStats>().StartCoroutine(boid.GetComponent <BoidStats>().squash(boid));
                    }
                    //boid.gameObject.SetActive(false);
                }
                else if (Vector3.Distance(new Vector3(boid.transform.position.x, 0.0f, boid.transform.position.z), circle.transform.position) > circle.GetComponent <Circle>().xradius&&
                         Vector3.Distance(new Vector3(boid.transform.position.x, 0.0f, boid.transform.position.z), circle.transform.position) < (circle.GetComponent <Circle>().xradius * 2))
                {
                    //Debug.Log("Is within Blast radius");
                    boid.GetComponent <Rigidbody>().AddExplosionForce(1000.0f, circle.transform.position, circle.GetComponent <Circle>().xradius * 2);
                    boid.GetComponent <Rigidbody>().AddForce(new Vector3(0, 3000, 0));
                }
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (!isReady)
        {
            //check1.SetActive(gamePadController1.GetButton("Jump")); // visual check for player 1
            //check2.SetActive(gamePadController2.GetButton("Jump")); // visual check for player 2
            toggleConfirmation(check1, gamePadController1); // visual check for player 1
            toggleConfirmation(check2, gamePadController2); // visual check for player 2
        }

        // Go To Game Scene
        if (gamePadController1.GetButton("Jump") && gamePadController2.GetButton("Jump") || Input.GetKeyDown(KeyCode.Return))
        {
            isReady = true;
            toggleConfirmation(check1, null, true); // visual check for player 1
            toggleConfirmation(check2, null, true); // visual check for player 2
            IEnumerator fadeSound = AudioFadeOut.FadeOut(sound, 2.0f);
            StartCoroutine(fadeSound);
            SceneChanger.setSceneIndexSelected(SceneChanger.GAME);
            FindObjectOfType <SceneChanger>().GetComponent <Animator>().SetTrigger("FadeOut");
        }

        // Go Back To Main Menu Scene
        if (gamePadController1.GetButtonDown("Camera Flip") || gamePadController2.GetButtonDown("Camera Flip"))
        {
            SceneChanger.setSceneIndexSelected(SceneChanger.MENU);
            FindObjectOfType <SceneChanger>().GetComponent <Animator>().SetTrigger("FadeOut");
        }
    }
Пример #4
0
    public IEnumerator OnFadeComplete()
    {
        StartCoroutine(AudioFadeOut.FadeOut(audSource, 0.3f));
        loadCanvas.SetActive(true);
        loadBar.SetActive(true);

        yield return(new WaitForSeconds(3));

        yield return(null);

        AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(levelToLoad);

        asyncOperation.allowSceneActivation = false;
        while (!asyncOperation.isDone)
        {
            load.text = "NOW   LOADING  .  .  .";

            if (asyncOperation.progress >= 0.9f)
            {
                loadBar.SetActive(false);
                load.text = "ANY  KEY  TO  CONTINUE";
                if (Input.anyKeyDown)
                {
                    asyncOperation.allowSceneActivation = true;
                }
            }

            yield return(null);
        }
    }
Пример #5
0
    IEnumerator waitThreeSeconds()
    {
        InvokeRepeating("FadeToClear", 0.0f, 0.1f);
        yield return(new WaitForSeconds(3.0f));

        GameObject.Find("Audio Source").GetComponent <AudioSource> ().Play();
        theText.text = "Project Leads:\n\nNazely  Hartoonian\n\nUlises Perez";
        yield return(new WaitForSeconds(3.0f));

        theText.text = "Artist:\n\nVictoria Barinova";
        yield return(new WaitForSeconds(3.0f));

        theText.fontSize = 70;
        theText.text     = "Programmers:\n\nUlises Perez\n\nYixuan (Angela) Li\n\nChristopher Dipalma";
        yield return(new WaitForSeconds(3.0f));

        theText.fontSize = 80;
        theText.text     = "Audio/Video Gathering:\n\nNazely  Hartoonian";
        yield return(new WaitForSeconds(3.0f));

        theText.fontSize = 70;
        theText.text     = "Design:\n\nUlises Perez\n\n Nazely  Hartoonian\n\nYixuan (Angela) Li";
        yield return(new WaitForSeconds(3.0f));

        theText.fontSize = 80;
        theText.text     = " ";
        StartCoroutine(AudioFadeOut.FadeOut(GameObject.Find("Audio Source").GetComponent <AudioSource>(), 2.5f));
        yield return(new WaitForSeconds(3.0f));

        SceneManager.LoadScene("NewMenu");
    }
Пример #6
0
    private IEnumerator explainSituation(bool veryFunny = false)
    {
        StartCoroutine(AudioFadeOut.FadeOut(audio, 0.01f));
        yield return(new WaitForSeconds(0.02f));

        explainedSituationAt = Time.time;
        currentQuestion      = "";
        knockCount           = 0;

        audio.PlayOneShot(veryFunny ? veryFunnyLook : okayGreatLook);
        subtitles.text = veryFunny ? "[Chuckles] Very funny. Look..." : "Okay, great, look...";

        yield return(new WaitForSeconds(3));

        audio.PlayOneShot(iFeelDumb);
        subtitles.text = "I feel really dumb, but I need your help.";

        yield return(new WaitForSeconds(3));

        subtitles.text = "This door locks and unlocks with a key from the outside.";

        yield return(new WaitForSeconds(4));

        subtitles.text = "I locked the door but forgot something inside, so I went back to grab it, and now I’m locked in.";

        yield return(new WaitForSeconds(6));

        subtitles.text = "If I slide you the key, will you unlock the door for me?";

        yield return(new WaitForSeconds(3));

        currentQuestion = "willYouHelp";
        audio.PlayOneShot(knockOnceOrTwice);
        subtitles.text = "Knock once for yes, twice for no.";
    }
Пример #7
0
    IEnumerator Sink()
    {
        deathAudio.Play();

        int   steps = 300;
        float total_transform_boss  = -160f;
        float total_transform_platf = 21f;
        float total_transform_doors = -210f;
        float total_time            = 5f;

        for (int i = 0; i < steps; i++)
        {
            impulse.GenerateImpulse();
            transform.position = new Vector3(transform.position.x,
                                             transform.position.y + (1.0f / steps) * total_transform_boss,
                                             transform.position.z);
            platforms.transform.position = new Vector3(platforms.transform.position.x,
                                                       platforms.transform.position.y + (1.0f / steps) * total_transform_platf,
                                                       platforms.transform.position.z);
            doors.transform.position = new Vector3(doors.transform.position.x,
                                                   doors.transform.position.y + (1.0f / steps) * total_transform_doors,
                                                   doors.transform.position.z);
            yield return(new WaitForSeconds(total_time / steps));
        }

        yield return(StartCoroutine(AudioFadeOut.FadeOut(deathAudio, 2f)));

        fireElement.transform.SetParent(this.transform.parent);
        this.gameObject.SetActive(false);
    }
Пример #8
0
 public void Exit()
 {
     //don't show scores when we leave the hub
     score.gameObject.SetActive(false);
     //music transition
     StartCoroutine(AudioFadeOut.FadeOut(backgroundMusic, 5f));
 }
Пример #9
0
 // Update is called once per frame
 void Update()
 {
     if (sailAway == true)
     {
         step = moveSpeed * Time.deltaTime;
         if (transform.position == firstPoint)
         {
             currentPoint = secondPoint;
             FindObjectOfType <CameraController>().lerpToPosition(firstPoint);
         }
         else if (transform.position == secondPoint && !isShown)
         {
             isShown = true;
             FindObjectOfType <OutroTrigger>().showDialog(true);
             currentPoint = thirdPoint;
             print(soundManager.GetCurrentAudioSource());
             StartCoroutine(AudioFadeOut.FadeOut(soundManager.GetCurrentAudioSource(), soundManager.fadeTime));
         }
         else if (transform.position == thirdPoint)
         {
             PlayerState.catched = PlayerState.Catched.Yes;
             timer += Time.deltaTime;
             if (timer >= 1)
             {
                 SceneManager.LoadSceneAsync("Credits");
             }
         }
         transform.position = Vector3.MoveTowards(transform.position, currentPoint, step);
     }
 }
Пример #10
0
 void Update()
 {
     if (timerRunning)
     {
         if (timer > 0)
         {
             timer -= Time.deltaTime;
             FormatTime();
             ShowTimer();
             if (timer <= 11 && !endCountdownPlayed)
             {
                 endCountdownPlayed = true;
                 AudioManager.instance.Play("countdown_end");
                 string      sourceName = LevelManager.instance.audioTheme;
                 AudioSource s          = AudioManager.instance.GetAudioSource(sourceName);
                 StartCoroutine(AudioFadeOut.FadeOut(s, 2));
             }
         }
         else
         {
             timerRunning = false;
             LevelManager.instance.TimeIsUp();
         }
     }
 }
Пример #11
0
    public void Awake()
    {
        buttonInteract.SetActive(false);

        StartCoroutine(AudioFadeOut.FadeIn(music, 1f));

        inDoor = false;
    }
Пример #12
0
 public void LevelExit()
 {
     //set transition
     StartCoroutine(AudioFadeOut.FadeOut(backgroundMusic, 5f));
     //turn off some UIs
     timerText.gameObject.SetActive(false);
     levelMsgView.SetActive(false);
 }
Пример #13
0
    void stopSound(AudioManipulation AM)
    {
        IEnumerator fadeSound1 = AudioFadeOut.FadeOut(AM, 1f);

        audioManip[currentAudio].inFadeOut = true;
        audioManip[currentAudio].fadeSound = fadeSound1;
        StartCoroutine(fadeSound1);
    }
Пример #14
0
    private void LaunchFlamethrower()
    {
        var flamethrower = (GameObject)Instantiate(flamethrowerPrefab, GameObject.Find("YamatoContainer/yamato/Armature/root_ground/pelvis/spine_lower/spine_upper/head_neck_lower/head_neck_upper/head_jaw/head_lip_lower_middle").transform);

        StartCoroutine(AudioFadeOut.FadeOut(flamethrower.GetComponent <AudioSource>(), 6.5f));
        flamethrower.GetComponent <AudioSource>().time = 0.5f;
        Destroy(flamethrower, 12.0f);
    }
Пример #15
0
 public void StopVoice()
 {
     if (audioVoice.isPlaying)
     {
         TalkAnimation(false);
         StartCoroutine(AudioFadeOut.FadeOut(audioVoice, 1));
     }
 }
Пример #16
0
    private IEnumerator LoadGameOverRoutine()
    {
        // Load win screen
        gameState = GameState.Loading;
        if (source.isPlaying)
        {
            StartCoroutine(AudioFadeOut.FadeOut(source, fadeDelay - 0.5f));
        }
        screenFader?.CrossFadeAlpha(1f, fadeDelay, true);
        yield return(new WaitForSeconds(fadeDelay));

        DeleteAllEntities();
        SceneManager.LoadScene(3);
        screenFader?.CrossFadeAlpha(0f, fadeDelay, true);
        yield return(new WaitForSeconds(fadeDelay));

        source.clip = YouWinMusic;
        source.time = 0;
        source.loop = false;
        source.Play();
        yield return(new WaitForSeconds(fadeDelay));

        if (source.isPlaying)
        {
            StartCoroutine(AudioFadeOut.FadeOut(source, fadeDelay - 0.5f));
        }
        screenFader?.CrossFadeAlpha(1f, fadeDelay, true);
        yield return(new WaitForSeconds(fadeDelay));

        SceneManager.LoadScene(4);
        screenFader?.CrossFadeAlpha(0f, fadeDelay, true);
        yield return(new WaitForSeconds(fadeDelay));

        source.clip = TheEndMusic;
        source.time = 0;
        source.loop = false;
        source.Play();
        gameState = GameState.Over;
        yield return(new WaitForSeconds(fadeDelay));

        gameState = GameState.Loading;
        if (source.isPlaying)
        {
            StartCoroutine(AudioFadeOut.FadeOut(source, fadeDelay - 0.5f));
        }
        screenFader?.CrossFadeAlpha(1f, fadeDelay, true);
        yield return(new WaitForSeconds(fadeDelay));

        SceneManager.LoadScene(0);
        screenFader?.CrossFadeAlpha(0f, fadeDelay, true);
        yield return(new WaitForSeconds(fadeDelay));

        gameState   = GameState.Menu;
        source.clip = StartMenuMusic;
        source.time = 0;
        source.loop = true;
        source.Play();
    }
Пример #17
0
    private IEnumerator NextLevel()
    {
        AudioSource s = AudioManager.instance.GetAudioSource("theme");

        AudioFadeOut.FadeOut(s, 2);
        yield return(new WaitForSeconds(2));

        SceneManager.LoadScene("PlayerSelection");
    }
Пример #18
0
 private void OnEnable()
 {
     if (GameController.control.gameObject.GetComponent <Music>().source == 1)
     {
         StartCoroutine(AudioFadeOut.FadeOut(GameController.control.gameObject.GetComponent <Music>().audio1, 1f));
         GameController.control.gameObject.GetComponent <Music>().audio2.Play();
         GameController.control.gameObject.GetComponent <Music>().source = 2;
     }
 }
Пример #19
0
 // Use this for initialization
 void Start()
 {
     fireSource = GetComponent <AudioSource>();
     StartCoroutine(AudioFadeOut.FadeOut(fireSource, 1f));
     spawningTimer = new Timer(fireSpawnTime);
     lifeTimer     = new Timer(fireLifeTime);
     Instantiate(firePrefab, circle.transform.position, Quaternion.identity, this.transform);
     lastFire = circle.transform.position;
 }
Пример #20
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 public void FadeOutBreathingSound()
 {
     if (this.m_PlayingBreathSoundSource == null)
     {
         return;
     }
     base.StartCoroutine(AudioFadeOut.FadeOut(this.m_PlayingBreathSoundSource, 0.2f));
     this.m_BreathFadeOutStartTime = Time.time;
 }
Пример #21
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Player" && changeScene == false)
     {
         changeScene = true;
         audio.Play();
         startTime = Time.time;
         StartCoroutine(AudioFadeOut.FadeOut(audio, duration));
     }
 }
Пример #22
0
    void Awake()
    {
        armyMovement      = this.GetComponent <ArmyMovement> ();
        countryManagement = this.GetComponent <CountryManagement> ();
        attack            = this.GetComponent <Attack> ();
        phases            = this.GetComponent <Phases> ();
        audioFadeOut      = this.GetComponent <AudioFadeOut> ();

        GUI          = GameObject.FindGameObjectWithTag("GUI");
        buttonColour = GUI.GetComponent <ButtonColour> ();
    }
Пример #23
0
 private void UpdateMusic()
 {
     if (!this.m_MusicPlaying && Time.time - this.m_StartTime > 1.5f)
     {
         GreenHellGame.Instance.m_Settings.ApplySettings(false);
         Music.Get().PlayByName("main_menu", true, 1f, 0);
         Music.Get().m_Source[0].volume = 0f;
         base.StartCoroutine(AudioFadeOut.FadeIn(Music.Get().m_Source[0], 2f, 1f, null));
         this.m_MusicPlaying = true;
     }
 }
Пример #24
0
    public void ShowBannedScreen(string banDateEnd, string banReason)
    {
        BannedDialog.Show();

        BannedDialog.Instance.InitialiseLabels(banDateEnd, banReason);

        if (AudioManager.instance)
        {
            StartCoroutine(AudioFadeOut.FadeOutMusic(AudioManager.instance.musicSource, 0.5f,
                                                     AudioManager.instance.loadingSound));
        }
    }
 // Use this for initialization
 void Start()
 {
     lightning = Instantiate(spawner, transform, false).GetComponent <LightningSpawner>();
     timer     = new Timer(lifetime);
     lightning.transform.position  = transform.position;
     lightning.transform.position += new Vector3(0.0f, 30.0f, 0.0f);
     lightning.midPoint            = circle.transform.position;
     lightning.endPoint            = circle.transform.position;
     lightningSource = GetComponent <AudioSource>();
     StartCoroutine(AudioFadeOut.FadeOut(lightningSource, 1f));
     createLightningFromPoint(circle.transform.position, 10.0f);
 }
Пример #26
0
 void OnCollisionEnter(Collision other)
 {
     if (!(beenHit))
     {
         //Debug.Log("HitAndGravityShouldChange");
         beenHit       = true;
         rb.useGravity = true;
         audioSource.PlayOneShot(sfxBell);
         gameManager.ResetTimer();
         StartCoroutine(DestroyBell());
         StartCoroutine(AudioFadeOut.FadeOut(MusicAudio, 3));
     }
 }
Пример #27
0
 public void changeScene(string scenename)
 {
     if (fader != null)
     {
         IEnumerator fadeSound1 = AudioFadeOut.FadeOut(GetComponent <AudioSource>(), 0.5f);
         StartCoroutine(fadeSound1);
         StartCoroutine(Fade(scenename, fader));
         StopCoroutine(fadeSound1);
     }
     else
     {
         SceneManager.LoadScene(scenename);
     }
 }
Пример #28
0
 private void TurnOff()
 {
     this.m_Active = false;
     this.UpdateEffects();
     this.m_AudioSourceStartStop.clip = Shower.s_StopSound;
     this.m_AudioSourceStartStop.loop = false;
     this.m_AudioSourceStartStop.Play();
     base.StartCoroutine(AudioFadeOut.FadeOut(this.m_AudioSourceLoop, 1.5f, 0f, null));
     if (this.m_StereoLoopCoroutine != null)
     {
         base.StopCoroutine(this.m_StereoLoopCoroutine);
     }
     this.m_StereoLoopCoroutine = base.StartCoroutine(AudioFadeOut.FadeOut(this.m_AudioSourceLoop2D, 1.5f, 0f, null));
 }
Пример #29
0
    // Update is called once per frame
    void Update()
    {
        if (GameObject.Find("temp_core") == null)
        {
            Debug.Log("LOOOOOSSSTT");
            if (!playing)
            {
                menu.SetActive(true);
                //backgroundMusic.GetComponent<AudioSource>().Stop();
                playing         = true;
                winText.text    = "YOU LOST!";
                winText.enabled = true;
                StartCoroutine(FadeTextToFullAlpha(1f, winText));
            }
            IEnumerator fadeSound1 = AudioFadeOut.FadeOut(backgroundMusic.GetComponent <AudioSource>(), 0.5f);
            StartCoroutine(fadeSound1);
            StopCoroutine(fadeSound1);
            player.GetComponent <PlayerMovement>().won = true;
            Debug.Log("WIN");
            robotPrefab.GetComponent <RobotMovement>().won = true;
        }
        if (robotPrefab.transform.position.x >= levelEndDist)
        {
            enemies = GameObject.FindGameObjectsWithTag("Enemy");
            if (enemies.Length > 0)
            {
                foreach (GameObject enemy in enemies)
                {
                    enemy.GetComponent <TankController>().damage(100);
                }
            }

            if (!playing)
            {
                menu.SetActive(true);
                //backgroundMusic.GetComponent<AudioSource>().Stop();
                audioData.Play();
                playing         = true;
                winText.enabled = true;
                StartCoroutine(FadeTextToFullAlpha(1f, winText));
            }
            IEnumerator fadeSound1 = AudioFadeOut.FadeOut(backgroundMusic.GetComponent <AudioSource>(), 0.5f);
            StartCoroutine(fadeSound1);
            StopCoroutine(fadeSound1);
            player.GetComponent <PlayerMovement>().won = true;
            Debug.Log("WIN");
            robotPrefab.GetComponent <RobotMovement>().won = true;
        }
    }
Пример #30
0
    void Awake()
    {
        scriptHolder     = GameObject.FindGameObjectWithTag("ScriptHolder");
        allocateSoldiers = scriptHolder.GetComponent <AllocateSoldiers> ();
        targetCountry    = scriptHolder.GetComponent <TargetCountry> ();
        phases           = scriptHolder.GetComponent <Phases> ();
        armyMovement     = scriptHolder.GetComponent <ArmyMovement> ();
        playerTurn       = scriptHolder.GetComponent <PlayerTurn> ();
        audioFadeOut     = scriptHolder.GetComponent <AudioFadeOut> ();
        teamChecker      = scriptHolder.GetComponent <TeamChecker> ();

        GUI           = GameObject.FindGameObjectWithTag("GUI");
        displayEditor = GUI.GetComponent <DisplayEditor> ();
        buttonColour  = GUI.GetComponent <ButtonColour> ();
    }