private void Update()
    {
        if (fader == null)
        {
            fader = GameObject.FindGameObjectWithTag("World UI").transform.Find("Fader").GetComponent <Fader>();
        }
        float currentLoopTime = loopDuration - musicController.main.time % loopDuration;

        if (loopSlider == null)
        {
            loopSlider = GameObject.FindGameObjectWithTag("UI").transform.Find("LoopSlider").GetComponent <Slider>();
        }
        if (loopSlider != null && loopSlider.IsActive())
        {
            loopSlider.value = GetLoopPercentage();
        }
        if (currentLoopTime > prevLoopTime)
        {
            if (playerLooper != null && playerLooper.IsLooping())
            {
                fader.Fade(Color.black, Color.clear, 0.2f);
            }
            UpdateLoopers();
            fadingOut = false;
        }
        else if (currentLoopTime <= 0.2f && !fadingOut)
        {
            fadingOut = true;
            if (playerLooper != null && playerLooper.IsLooping())
            {
                fader.Fade(Color.clear, Color.black, 0.2f);
            }
        }
        prevLoopTime = currentLoopTime;
    }
Пример #2
0
    private IEnumerator StartRoutine()
    {
        yield return(StartCoroutine(fader.Fade(false)));

        fader.gameObject.SetActive(false);

        Time.timeScale = 1;
    }
Пример #3
0
    private void SceneLoaded(Scene scene, LoadSceneMode mode)
    {
        string previousScene = PlayerPrefsManager.GetPreviousScene();

        if (fader.fade.In && !fader.sceneExcludes.fadeIn.Contains(previousScene))
        {
            fader.Fade(FadeDirection.In);
        }
    }
Пример #4
0
    IEnumerator Rutina_Comenzar()
    {
        fader.RayTarget(true);

        yield return(fader.Fade(1, fader.duracionFade));

        UnityEngine.SceneManagement.SceneManager.LoadScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex + 1);

        yield break;
    }
Пример #5
0
    IEnumerator Rutina_Inicial()
    {
        fader.gameObject.SetActive(true);

        fader.RayTarget(false);

        yield return(fader.Fade(0, fader.duracionFade));

        fader.gameObject.SetActive(false);

        yield break;
    }
Пример #6
0
    public IEnumerator SelectMap()
    {
        isStart = true;
        retryFader.gameObject.SetActive(true);
        player.GetComponent <PlayerControl>().enabled = false;
        yield return(StartCoroutine(ElevatorMotion(finishElevator)));

        yield return(StartCoroutine(retryFader.Fade(true)));

        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
        isStart = false;
    }
Пример #7
0
 void OnTriggerEnter2D(Collider2D col)
 {
     if (col.tag == "Enemy")
     {
         fader.Fade();
     }
 }
Пример #8
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    private IEnumerator LoadGame()
    {
        fader.gameObject.SetActive(true);

        yield return(StartCoroutine(fader.Fade(true)));

        SceneManager.LoadScene(1);
    }
Пример #9
0
 public void FaderOn(bool state, float duration)
 {
     if (Fader != null)
     {
         Fader.gameObject.SetActive(true);
         Fader.Fade(state, duration);
     }
 }
Пример #10
0
    public IEnumerator SelectMap(int levelIndex)
    {
        currentMapIndex = levelIndex;

        fader.gameObject.SetActive(true);
        yield return(StartCoroutine(fader.Fade(true)));

        if (currentMap != null)
        {
            SaveData();

            Destroy(currentMap);
        }

        currentMap = Instantiate(maps[levelIndex], transform.position, Quaternion.identity);

        StartGame();
    }
    private void Start()
    {
        player          = GameObject.FindGameObjectWithTag("Player").GetComponent <BoxCollider2D>();
        fader           = GameObject.FindGameObjectWithTag("UI").transform.Find("Fader").GetComponent <Fader>();
        sceneController = GameObject.FindGameObjectWithTag("GameController").GetComponent <SceneController>();
        coll            = GetComponent <BoxCollider2D>();

        fader.Fade(Color.black, Color.clear, transitionDuration);
    }
Пример #12
0
 // Use this for initialization
 void Start()
 {
     Fader.Fade(FadeDirection.In, () => {
         var alpha = GUI.color.a;
         IntegrationTest.Assert(GUI.depth == Fader.drawDepth, "GUI Depth should be set");
         IntegrationTest.Assert(alpha == (int)FadeDirection.In, "Alpha of the GUI color should be equal to FadeDirection.In at the end of the fade");
         StartCoroutine(TestFaderObjectRemoval());
     });
 }
Пример #13
0
 void DoUnduck()
 {
     lock (m_playablePlayers)
     {
         foreach (var ctxt in m_playablePlayers.Values)
         {
             Fader.Fade(ctxt.Player, ctxt.Player.Volume, ctxt.AudioContent.Volume, TimeSpan.FromSeconds(0.3), null);
         }
     }
 }
Пример #14
0
        public void FadeInAappearence()
        {
            foreach (MeshRenderer meshRenderer in _fader.MeshRenderers)
            {
                Color color = meshRenderer.material.color;
                meshRenderer.material.color = new Color(color.r, color.g, color.b, 0f);
            }

            StartCoroutine(_fader.Fade(1f));
        }
Пример #15
0
    IEnumerator Step()
    {
        agent.velocity     = Vector3.zero;
        agent.acceleration = 0;
        agent.angularSpeed = 0;
        yield return(StartCoroutine(fader.Fade(true)));

        yield return(new WaitForSeconds(step));

        yield return(StartCoroutine(fader.Fade(false)));

        Instantiate(deadPrefab, transform.position - Vector3.up, Quaternion.identity);
        agent.acceleration = accel;
        agent.speed        = stepSpeed;
        agent.angularSpeed = 10000;
        yield return(new WaitForSeconds(0.1f));

        StartCoroutine(Step());
    }
Пример #16
0
 void Start()
 {
     if (fadeOnAwake)
     {
         Fader.Fade();
     }
     else
     {
         Fader.Unfade();
     }
 }
Пример #17
0
    IEnumerator Rutina_Final()
    {
        fader.RayTarget(true);

        fader.gameObject.SetActive(true);

        yield return(fader.Fade(1, fader.duracionFade));

        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1);

        yield break;
    }
Пример #18
0
 void Die()
 {
     lr.positionCount = 0;
     gamepad.SetVibration(0.75f, 0.75f, 0.75f);
     state = State.Dead;
     //gameObject.AddComponent<Floaties>();
     Destroy(this, 1.0f);
     SoundEffectManager.Instance.PlaySoundEffect(SoundEffectManager.SoundEffectChoice.Deflate);
     //TODO: fade to black
     BlackFader.Fade(1.0f);
     Destroy(meshRef, 2.0f);
     scaleTimer = 0;
 }
    private void QuantizeFade(Fader fader, TemporalAudioSource source, FadeType type)
    {
        var beatsToWait = quantizationAmount - (int)source.TotalBeats % quantizationAmount;

        if (_fadeOut)
        {
            source.ExecuteOn(
                () => fader.Fade(type),
                (int)source.TotalBeats + beatsToWait);
        }
        else
        {
            source.ExecuteOn(
                () => source.source.volume = type == FadeType.In ? 1 : 0,
                (int)source.TotalBeats + beatsToWait);
        }
    }
    private void Update()
    {
        if (coll.Overlaps(player) && !isFading)
        {
            fader.Fade(Color.clear, Color.black, transitionDuration);
            isFading = true;
            player.GetComponent <PlayerLooper>().enabled = false;
        }

        if (isFading)
        {
            timeElapsed += Time.deltaTime;
            if (timeElapsed >= transitionDuration)
            {
                new SceneManager().LoadNextScene();
            }
        }
    }
Пример #21
0
    // .. COROUTINES

    IEnumerator UpdateShowHide(object[] args)
    {
        bool  show           = (bool)args[0];
        float animation_time = (float)args[1];

        if (show)
        {
            Fader.Fade(1, animation_time, FadeInEasingType);
        }
        else
        {
            Fader.Fade(0, animation_time, FadeOutEasingType);
        }

        yield return(new WaitForSeconds(animation_time));

        gameObject.SetActive(show);
    }
Пример #22
0
    IEnumerator PlayIntro()
    {
        yield return(StartCoroutine(Fader.Fade(fadeUIImage, Fader.FadeType.FadeOut, 2f)));

        yield return(new WaitForSeconds(underDogsSpriteDuration));

        yield return(StartCoroutine(Fader.Fade(fadeUIImage, Fader.FadeType.FadeIn, 1f)));

        underDogsSprite.SetActive(false);
        gameTitleText.SetActive(true);
        yield return(StartCoroutine(Fader.Fade(fadeUIImage, Fader.FadeType.FadeOut, 1f)));

        yield return(new WaitForSeconds(gameTitleTextDuration));

        yield return(StartCoroutine(Fader.Fade(fadeUIImage, Fader.FadeType.FadeIn, 2f)));

        SceneManager.LoadScene(MENU_SCENE);
    }
Пример #23
0
        void DuckExcept(params PlayerContext[] ctxts)
        {
            lock (m_playablePlayers)
            {
                if (m_duckResumeTimer != null)
                {
                    m_duckResumeTimer.Cancel();
                    m_duckResumeTimer = null;
                }

                foreach (var ctxt in m_playablePlayers.Values)
                {
                    if (!ctxts.Contains(ctxt))
                    {
                        Fader.Fade(ctxt.Player, ctxt.Player.Volume, ctxt.AudioContent.Volume * 0.2f, TimeSpan.FromSeconds(0.3), null);
                    }
                }
            }

            Platform.Instance.DuckSystemSounds();
        }
Пример #24
0
    //[Server]
    public void TakeDamage()
    {
        if (!isServer || isInvulnerable)
        {
            return;
        }

        health--;

        if (health < 1)
        {
            RpcDie();
        }
        else
        {
            RpcFlashRed();
            isInvulnerable = true;
            fader.Fade(MAX_INVUL_TIME);

            CanvasManager.Instance.SetMessage("The intruder was hit! Life total at " + (int)(health / (float)maxHealth * 100f) + "%");
        }
    }
    // main function for updating trialcount and resetting positions
    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag("targetObject"))
        {
            if (isColliding)
            {
                return;
            }
            isColliding = true;

            //Fading and back
            //Debug.Log("fading");
            fader.Fade();

            // update trial count on drop to change scene after trial 3 (0,1,2)
            dataLogger.StopTrial();
            dataLogger.UpdateDataFrame(); //dumps data to files
            dataLogger.trial++;
            // reset stuff
            targetObject.GetComponent <hapticFeedback_targetObject>().resetPosition();
            UR5_Target.transform.DetachChildren();
            dataLogger.ResetData();
        }
    }
 private void Start()
 {
     TogglePause(false);
     fader.Fade(false);
     settings.stage = 1;
 }
Пример #27
0
 void FadeInOut()
 {
     fadingDone = false;
     fadingOut  = true;
     fader.Fade(false, 0.5f);
 }
Пример #28
0
 private void Start()
 {
     StartCoroutine(Fader.Fade(fadeUIImage, Fader.FadeType.FadeOut, 2f));
 }
Пример #29
0
    public void LoadScene(string sceneName)
    {
        sceneToLoad = sceneName;

        fader.Fade(true, fadeInTime);
    }
Пример #30
0
 public static void Crossfade(Fader fadeIn, Fader fadeOut)
 {
     fadeIn.Fade(FadeType.In);
     fadeOut.Fade(FadeType.Out);
 }