FadeIn() публичный Метод

public FadeIn ( float fadeInTime ) : void
fadeInTime float
Результат void
Пример #1
0
    public static AudioSource FadeInMusic(AudioSource pAudioSource, float FadeTime = 4.0f)
    {
        pAudioSource.loop = true;
        pAudioFader.FadeIn(pAudioSource, FadeTime);

        return(pAudioSource);
    }
Пример #2
0
    private IEnumerator CrossFadeAudio(int nextLevel)
    {
        yield return(StartCoroutine(AudioFader.FadeOut(BackgroundAudioSource, 0.5f)));

        currentLevel = nextLevel;
        BackgroundAudioSource.clip = collection[selectedCollection].BackgroundMusic[currentLevel];
        yield return(StartCoroutine(AudioFader.FadeIn(BackgroundAudioSource, 0.5f)));
    }
Пример #3
0
    void ConstructStateMachine()
    {
        // States.
        _fsm.AddState(States.Playing, new State()
        {
            enter = () => {
                Cursor.visible   = false;
                Cursor.lockState = CursorLockMode.Locked;

                _ambiance.FadeIn(_fadeTime);
                Time.timeScale = 1f;
            },
            exit = () => {
                Cursor.visible   = true;
                Cursor.lockState = CursorLockMode.None;
            }
        });

        _fsm.AddState(States.Paused, new State()
        {
            enter = () => {
                Time.timeScale = 0f;
                _gameUI.ShowPause();
                _ambiance.FadeTo(0.4f, _fadeTime);
            },
            exit = () => {
                _gameUI.HidePause();
                _ambiance.FadeIn(_fadeTime);
            },
        });

        _fsm.AddState(States.End, new State()
        {
            enter = () => {
                _gameUI.DropInWinScren();
                _ambiance.FadeTo(0.7f, _fadeTime);
            },
        });

        _fsm.AddTransition(States.Playing, States.Paused, Triggers.PausePressed);
        _fsm.AddTransition(States.Playing, States.End, Triggers.EndHappened);

        _fsm.AddTransition(States.Paused, States.Playing, Triggers.PausePressed);
        _fsm.AddTransition(States.Paused, States.End, Triggers.EndHappened);
    }
Пример #4
0
    // The actual implementation of the play
    private IEnumerator Play_(int stemNr, float fadeT)
    {
        // Locks the player.
        waitLock = true;
        // Starts all stems.
        foreach (AudioSource audio in audioPlayers)
        {
            audio.Play();
        }
        // Fades in the selected stem and wait for its fade time.
        fader.FadeIn(audioPlayers[stemNr], fadeT, stemVolume);
        yield return(new WaitForSeconds(fadeT));

        stemsPlaying = 1;
        // Stems are initialized.
        allStemsInitialized = true;
        waitLock            = false;
    }
    void StartPlaying()
    {
        int timeSamples = PlayerPrefs.GetInt(Constants.musicTimeKey, 0);

        print("time samples (write): " + timeSamples);
        audioSource.Play();
        audioSource.timeSamples = timeSamples;
        audioSource.volume      = 0;
        StartCoroutine(AudioFader.FadeIn(audioSource, 5, 0.7f));
    }
Пример #6
0
    // Called at the start
    private void Start()
    {
        LoadPlayerPrefs();

        LevelSetupUI.SetActive(true);
        HUD.SetActive(false);
        LevelEndUI.SetActive(false);
        GameEndUI.SetActive(false);
        StartCoroutine(AudioFader.FadeIn(BackgroundMenuMusic, 5f));
    }
Пример #7
0
 public void StartBackgroundMusic()
 {
     selectedCollection = Random.Range(0, collection.Length);
     if (BackgroundAudioSource.isPlaying)
     {
         BackgroundAudioSource.Stop();
     }
     currentLevel = 0;
     BackgroundAudioSource.clip = collection[selectedCollection].BackgroundMusic[currentLevel];
     StartCoroutine(AudioFader.FadeIn(BackgroundAudioSource, 0.5f));
 }
Пример #8
0
    public void OnTriggerEnter(Collider other)
    {
        Debug.Log("entered trigger " + this.gameObject.name);
        Debug.Log("OTHER TAG " + other.tag);
        Debug.Log("AUDIOOO " + audioTrigger);
        if (audioTrigger != null && other.tag == "Player")
        {
            //use this to start with no fade
            //audioTrigger.Play();

            //use this to fade in
            StartCoroutine(AudioFader.FadeIn(audioTrigger, 2f));
        }
        else
        {
            Debug.Log("You have not assigned an audio source in the inspector!");
        }
    }
Пример #9
0
    // Called at the start
    private void Start()
    {
        FizzyoFramework.Instance.Session.SessionPaused  += Session_SessionPaused;
        FizzyoFramework.Instance.Session.SessionResumed += Session_SessionResumed;
        LoadPlayerHighScore();

        LevelSetupUI.SetActive(true);
        HUD.SetActive(false);
        LevelEndUI.SetActive(false);
        GameEndUI.SetActive(false);
        PauseUI.SetActive(false);

        playerBehaviour = Player.GetComponent <PlayerBehaviour>();

        StartCoroutine(AudioFader.FadeIn(BackgroundMenuMusic, 5f));

        CheckStartupAchievements();
    }
Пример #10
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        private IEnumerator FadeInProgram()
        {
            StartCoroutine(AudioFader.FadeIn(_rainAudio, FadeTime, 0.2f));
            var rain     = 0.1f;
            var duration = 0f;

            while (duration < FadeTime)
            {
                rain += MaxRain / (FadeTime * FadeSteps);
                _rainEmission.rateOverTime = rain;
                yield return(new WaitForSeconds(1f / FadeSteps));

                duration += 1f / FadeSteps;
            }
            if (!_rainVision.enabled)
            {
                _rainVision.enabled = true;
            }
            else
            {
                _rainVision.Play();
            }
            StartCoroutine(ThunderProgram());
        }
Пример #11
0
 void Start()
 {
     StartCoroutine(AudioFader.FadeIn(GetComponent <AudioSource>(), fadeInTime));
 }
Пример #12
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 // Fades in using the AudioFader object in deltaTime seconds. If no volume is specified, it's assumed
 // it will fade to 0 dB;
 public void FadeIn(AudioFader fader, float deltaTime, float volume = 0.0f)
 {
     fadeFunction = fader.FadeIn(mixer, mixerParameter, deltaTime, volume);
 }
Пример #13
0
 public void FadeIn(float fadeTime)
 {
     StartCoroutine(_audioFader.FadeIn(fadeTime, _audioSource));
 }