FadeOut() публичный статический Метод

public static FadeOut ( float time = 2f ) : void
time float
Результат void
Пример #1
0
    private IEnumerator LoadMainMenu()
    {
        yield return(fader.FadeOut(fadeTime));

        SceneManager.LoadScene("Start Screen");
        yield return(fader.FadeIn(fadeTime));
    }
Пример #2
0
    IEnumerator iChangeScene(string sceneName)
    {
        print(this);

        yield return(StartCoroutine(m_Fader.FadeIn()));

        // Load loading screen
        yield return(SceneManager.LoadSceneAsync("LoadingScreen", LoadSceneMode.Single));

        // !!! unload old screen (automatic)

        // Fade to loading screen
        yield return(StartCoroutine(m_Fader.FadeOut()));

        float endTime = Time.time + m_minDuration;

        // Load level async
        yield return(SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive));

        while (Time.time < endTime)
        {
            yield return(null);
        }

        // Play music or perform other misc tasks

        // Fade to black
        yield return(StartCoroutine(m_Fader.FadeIn()));

        // !!! unload loading screen
        SceneManager.UnloadScene("LoadingScreen");

        // Fade to new screen
        yield return(StartCoroutine(m_Fader.FadeOut()));
    }
Пример #3
0
    // assigns level and loads minigame scene
    public void ButtonClicked()
    {
        switch (type)
        {
        case RoomType.Minigame:
        {
            Globals.nextLevel = level;
            fader.FadeOut("MiniGameScene", transform.position);
            break;
        }

        case RoomType.Trap:
        {
            Globals.nextTrapRoom = trapRoom;
            fader.FadeOut("TrapRoomScene", transform.position);
            break;
        }

        case RoomType.End:
        {
            if (Globals.HasKeys(4))
            {
                fader.FadeOut("EndScene", transform.position);
            }

            break;
        }
        }
    }
Пример #4
0
 private void FadeInCompletedProcessFinish()
 {
     _fader.OnFadeInCompleted  -= FadeInCompletedProcessFinish;
     _fader.OnFadeOutCompleted += FadeOutCompletedProcessFinish;
     _onFadeInCompletedProcessFinish?.Invoke();
     _fader.FadeOut();
 }
Пример #5
0
 public void BackToMainScreenFromResult()
 {
     resultPanel.FadeOut(() =>
     {
         resultPanel.gameObject.SetActive(false);
         startPanel.GetComponent <CanvasGroup>().alpha = 1;
         startPanel.FadeIn();
     });
 }
Пример #6
0
    void GiveRewardAndExit()
    {
        InventoryItem toAdd = Instantiate(level.reward, inventory.transform);

        Globals.inventory.Add(toAdd);
        toAdd.name = level.reward.name;
        toAdd.name = level.reward.name;
        Globals.completeMinigames.Add(level);
        fader.FadeOut("HallwayScene");
    }
Пример #7
0
    protected void Update()
    {
        if (Input.GetKeyDown(KeyCode.F1))
        {
            mFader.FadeOut(() => SceneManager.LoadScene("RoseWin"));
        }

        if (Input.GetKeyDown(KeyCode.F2))
        {
            mFader.FadeOut(() => SceneManager.LoadScene("VuWin"));
        }
    }
Пример #8
0
    private IEnumerator LoadWithFader(int sceneNumber)
    {
        //DontDestroyOnLoad(gameObject);
        wrapper.Save();
        yield return(fader.FadeOut(fadeOutTime));

        yield return(SceneManager.LoadSceneAsync(sceneNumber));

        wrapper.Load();
        yield return(new WaitForSeconds(waitTime));

        yield return(fader.FadeIn(fadeInTime));
        //Destroy(gameObject);
    }
Пример #9
0
 public void PlayVideo(int index)
 {
     videoPlayer.Stop();
     videoPlayer.clip          = LoadAllVideos.Instance.videos[index];
     playingVideoIndex         = index;
     isEnded                   = false;
     progressBarImg.fillAmount = 0;
     progressBar.value         = 0;
     StopCoroutine(PlayVideo());
     StartCoroutine(PlayVideo());
     videoPlayer.Play();
     StartCoroutine(Controllers.FadeOut());
     StartCoroutine(playButton.FadeOut());
     StartCoroutine(pauseButton.FadeIn());
 }
Пример #10
0
 public void OnTriggerEnter(Collider other)
 {
     if (TargetName.Equals(string.Empty))
     {
         return;
     }
     if (other.CompareTag("Player"))
     {
         Transform teleportTarget = Target.GetTargetTransform(TargetName);
         if (FadeOnTeleport)
         {
             Fader.FadeIn(FadeColor, FadeInTime, () =>
             {
                 other.transform.position = teleportTarget.position;
                 other.transform.rotation = Quaternion.Euler(other.transform.rotation.eulerAngles.x,
                                                             teleportTarget.transform.rotation.eulerAngles.y, other.transform.rotation.eulerAngles.z);
                 Fader.FadeOut(FadeOutTime);
             });
         }
         else
         {
             other.transform.position = teleportTarget.position;
             other.transform.rotation = Quaternion.Euler(other.transform.rotation.eulerAngles.x,
                                                         teleportTarget.transform.rotation.eulerAngles.y, other.transform.rotation.eulerAngles.z);
         }
     }
 }
Пример #11
0
 public void ShowTitleScreen()
 {
     LoadingIcon.SetActive(false);
     Background.SetActive(false);
     MainMenu.SetActive(true);
     Fader.FadeOut(Color.black, 5, () => gameObject.SetActive(false));
 }
Пример #12
0
    private IEnumerator Transition()
    {
        if (sceneToLoad < 0)
        {
            Debug.LogError("Scene to load is not set in Portal! Please fix!");
            yield break;
        }

        DontDestroyOnLoad(gameObject);

        Fader fader = FindObjectOfType <Fader>();

        yield return(fader.FadeOut(fadeOutTime));

        yield return(SceneManager.LoadSceneAsync(sceneToLoad));

        Portal otherPortal = GetOtherPortal();

        UpdatePlayer(otherPortal);

        yield return(new WaitForSeconds(fadeWaitTime));

        yield return(fader.FadeIn(fadeInTime));

        Destroy(gameObject);
    }
Пример #13
0
        void FadeOutSoundtrack(PlayerContext ctxt, float?duration = null, Action onFadeComplete = null)
        {
            if (m_currentSoundtrackFader != null)
            {
                m_currentSoundtrackFader.Stop();
                m_currentSoundtrackFader = null;
            }

            var fadeDuration = duration ?? FadeDuration;

            var _fader = m_currentSoundtrackFader;

            m_currentSoundtrackFader = Fader.FadeOut(ctxt.Player, TimeSpan.FromSeconds(fadeDuration),
                                                     onComplete: () =>
            {
                lock (SoundtrackLockObject)
                {
                    if (_fader == m_currentSoundtrackFader)
                    {
                        m_currentSoundtrackFader = null;
                    }
                }

                if (onFadeComplete != null)
                {
                    onFadeComplete();
                }
            });
        }
Пример #14
0
        public override void Update(GameTime gameTime)
        {
            if (!iniciado)
            {
                fader.FadeOut();
                fader.FadeIn();
                iniciado = true;
            }

            if (!menu.Enabled)
            {
                menu.Posicao = new Vector2(menu.Posicao.X, menu.Posicao.Y + 4f);
                if (menu.Posicao.Y >= 400f)
                {
                    menu.Enabled = true;
                }
            }
            else
            {
                teclado  = Keyboard.GetState();
                controle = GamePad.GetState(PlayerIndex.One);

                controleMenus();

                tecladoAnterior  = teclado;
                controleAnterior = controle;
            }
            base.Update(gameTime);
        }
Пример #15
0
    IEnumerator MainRoutine()
    {
        fader.FadeIn();

        FindObjectOfType <DialogueManager>().StartDialogue(dialogue1);
        yield return(new WaitUntil(() => FindObjectOfType <DialogueManager>().canvasObj.activeSelf == false));

        objCG1.SetActive(false);
        FindObjectOfType <DialogueManager>().StartDialogue(dialogue2);
        yield return(new WaitUntil(() => FindObjectOfType <DialogueManager>().canvasObj.activeSelf == false));

        objCG2.SetActive(false);
        FindObjectOfType <DialogueManager>().StartDialogue(dialogue3);
        yield return(new WaitUntil(() => FindObjectOfType <DialogueManager>().canvasObj.activeSelf == false));

        objCG3.SetActive(false);
        FindObjectOfType <DialogueManager>().StartDialogue(dialogue4);
        yield return(new WaitUntil(() => FindObjectOfType <DialogueManager>().canvasObj.activeSelf == false));

        fader.FadeOut();

        yield return(new WaitForSeconds(2.0f));

        SceneManager.LoadScene("Ending_Socialphobia");
        yield break;
    }
Пример #16
0
    private IEnumerator LoadAsynchronously(int sceneIndex, bool unloadFirst = false)
    {
        yield return(_fader.FadeOut(1.5f));

        loadingScreen.SetActive(true);

        if (unloadFirst)
        {
            SceneManager.UnloadSceneAsync(sceneIndex);
        }

        AsyncOperation operation = SceneManager.LoadSceneAsync(sceneIndex);

        while (!operation.isDone)
        {
            float progress = Mathf.Clamp01(operation.progress / 0.9f);
            slider.value = progress;
            yield return(null);
        }

        loadingScreen.SetActive(false);
        yield return(new WaitForSeconds(1f));

        yield return(_fader.FadeIn(1.5f));
    }
Пример #17
0
 // Update is called once per frame
 void Update()
 {
     if (Input.anyKeyDown)
     {
         fade.FadeOut();
     }
 }
Пример #18
0
    private IEnumerator Start()
    {
        AudioListener.volume = 0;

        fader = FindObjectOfType <Fader>();
        fader.FadeInImmediate();

        startMenu.SetActive(true);
        backgroundMusicPlayer.requestClipChange(1);

        maleVoice   = Resources.LoadAll <AudioClip>("CharactersVoices/Male");
        femaleVoice = Resources.LoadAll <AudioClip>("CharactersVoices/Female");
        coalLeft    = startCoal;
        audioSource.outputAudioMixerGroup = pitchBendGroup;
        CalculateTempo();

        startTime = Time.time;
        if (maxCustomers > customerSpots.Count)
        {
            maxCustomers = customerSpots.Count;
        }
        if (minCustomers > maxCustomers)
        {
            minCustomers = maxCustomers;
        }
        SpawnCustomers();
        scoreText.gameObject.SetActive(false);

        yield return(StartCoroutine(fader.FadeOut()));
    }
Пример #19
0
    //co rotina de transiçao de scena
    private IEnumerator Transition()
    {
        //se o index da cena escolido for menor que 0 -> erro
        if (chsSceneIndx < 0)
        {
            Debug.LogError("Scene index invalid."); yield break;
        }

        DontDestroyOnLoad(gameObject);                           //nao destoi no carregamento

        const string svF  = "Save";                              //referencia do arquivo de auto save
        SavingSystem svS  = FindObjectOfType <SavingSystem>();   //referencia a script de salvar
        Fader        fade = FindObjectOfType <Fader>();          //referencia do script para fade

        DisableCtrl();                                           //tira controles do personagem
        yield return(fade.FadeOut(fadeTimer));                   //faz fade

        svS.Save(svF);                                           //salva jogo
        yield return(SceneManager.LoadSceneAsync(chsSceneIndx)); //carrega cenario

        DisableCtrl();                                           //tira controles do personagem
        svS.Load(svF);                                           //carrega save

        Portal otherPortal = GetOtherPortal();                   //referencia do portal de entrada

        UpdatePlayer(otherPortal);                               //update as informacoes do jogador
        svS.Save(svF);                                           //salva

        yield return(new WaitForSeconds(0.5f));

        yield return(fade.FadeIn(fadeTimer)); //cria fade

        EnableCtrl();                         //reativa os controles do personagem
        Destroy(gameObject);                  //deleta objeto
    }
Пример #20
0
    public IEnumerator EndFightCoroutine()
    {
        //Destroy Buttons
        ButtonController[] buttons = fightMenuObject.GetComponentsInChildren <ButtonController> ();
        for (int i = 0; i < buttons.Length; i++)
        {
            GameObject.Destroy(buttons [i].gameObject);
        }

        //Fade out
        Fader.FadeOut(Color.black, fadeOutTime);
        yield return(new WaitForSeconds(fadeOutTime));        //StartCoroutine (WaitForPress ());//

        player.ego = player.maxEgo;

        //Turn off
        fightMenuObject.SetActive(false);
        canvas.SetActive(false);
        isFighting = false;

        background.color = normalBackgroundColor;

        music.clip = previousMusic;
        music.Play();
    }
Пример #21
0
    IEnumerator SwitchScene()
    {
        DontDestroyOnLoad(gameObject);
        yield return(fader.FadeIn(0.5f));

        GameController.Instance.PauseGame(true);
        yield return(SceneManager.LoadSceneAsync(sceneToLoad));

        try
        {
            var destPortal = FindObjectsOfType <Portal>().First(x => x != this && x.destinationPortal == this.destinationPortal);
            if (!keepOldPos)
            {
                player.Character.SetPositionAndSnapToTile(destPortal.SpawnPoint.position);
            }
        }
        catch
        {
            Debug.Log("InitScene");
        }

        yield return(fader.FadeOut(0.5f));

        GameController.Instance.PauseGame(false);
        Destroy(gameObject);
    }
Пример #22
0
 public void Hide()
 {
     mainFader.FadeOut();
     bosterSlider.SlideOut();
     buttonBack.SlideOut();
     GameManager.Instance.IsTimeStop = false;
 }
Пример #23
0
    void UpdateOxygen()
    {
        oxygenUsageRate = Mathf.Lerp(oxygenUsageRate, oxygenUsageRateMin, Time.deltaTime * oxygenUsageDecayRate);
        if (HeadUnderWater())
        {
            oxygen -= oxygenUsageRate * Time.deltaTime;
            if (oxygen < 20)
            {
                fader.FadeOut();
            }

            if (oxygen < 0.0f)
            {
                Die();
            }
        }
        else
        {
            fader.FadeIn();
            oxygen          = oxygenMax;
            oxygenUsageRate = oxygenUsageRateMin;
            maxDepth        = Mathf.Max(diveDepth, maxDepth);
            diveDepth       = 0.0f;
        }
    }
Пример #24
0
    private IEnumerator Transition()
    {
        DontDestroyOnLoad(gameObject);

        Fader fader = FindObjectOfType <Fader>();

        yield return(fader.FadeOut(fadeOutTime));

        SavingWrapper wrapper = FindObjectOfType <SavingWrapper>();

        wrapper.Save();

        yield return(SceneManager.LoadSceneAsync(sceneToLoad));

        wrapper.Load();

        Portal otherPortal = GetOtherPortal();

        UpdatePlayer(otherPortal);

        wrapper.Save();

        yield return(new WaitForSeconds(fadeWaitTime));

        yield return(fader.FadeIn(fadeInTime));

        Destroy(gameObject);
    }
Пример #25
0
    public IEnumerator OnTriggerEnter(Collider who)
    {
        if (who.tag != "Player")
        {
            yield break;
        }

        WorldMapControl controls = who.GetComponent <WorldMapControl>();

        if (controls != null)
        {
            controls.enabled = false;
        }

        PlayerControl sideControls = who.GetComponent <PlayerControl>();

        if (sideControls != null)
        {
            sideControls.enabled = false;
        }

        TransitionManager.Instance.PrepareTransition(spawnLocation, spawnRotation, sceneName);

        _fader.FadeOut();
        do
        {
            yield return(1);
        } while (!_fader.ScreenHidden);

        TransitionManager.Instance.ChangeScenes();
    }
Пример #26
0
    IEnumerator MainRoutine()
    {
        DialogueManager.Instance().StartDialogue(fadeDialogue);
        yield return(new WaitUntil(() => DialogueManager.Instance().canvasObj.activeSelf == false));



        objBlack.SetActive(false);
        fader.FadeIn();

        DialogueManager.Instance().StartDialogue(beforeDialogue);
        yield return(new WaitUntil(() => DialogueManager.Instance().canvasObj.activeSelf == false));

        objAfterCG1.SetActive(true);
        objAfterCG2.SetActive(true);
        DialogueManager.Instance().StartDialogue(afterDialogue);
        yield return(new WaitUntil(() => DialogueManager.Instance().canvasObj.activeSelf == false));

        audio.Play();
        // 씬 끝나기 직전 딜레이
        yield return(new WaitForSeconds(4.0f));

        fader.FadeOut();
        audio.Play();

        yield return(new WaitForSeconds(7.0f));

        SceneManager.LoadScene("Title");

        yield break;
    }
Пример #27
0
        // Use this for initialization
        void Start()
        {
            _receivedPayload = GameObject.FindGameObjectWithTag("DreamPayload").GetComponent <DreamPayload>();
            if (_receivedPayload == null)
            {
                return;
            }

            if (!_receivedPayload.DreamEnded)
            {
                return;
            }

            MainMenu.ChangeMenuState(UIMainMenu.MenuState.GRAPH);

            DreamDirector.AddPayloadToPriorDreams(_receivedPayload);

            DreamDirector.CurrentDay++;

            SaveGameManager.SaveCurrentGame();

            // TODO: save game data to file

            // TODO: load from save file and populate graph

            _receivedPayload.ClearPayload();

            Fader.FadeOut(0.5F);
        }
Пример #28
0
        public void Link(string dreamFilePath, Color color, bool playSound = true, string spawnName = "")
        {
            GameSettings.CanControlPlayer = false;
            _canLink = false;

            int  shouldChangeTextureSetChance = RandUtil.Int(100);
            bool shouldChangeTextureSet       = shouldChangeTextureSetChance < ChangeTextureSetChance;

            if (playSound)
            {
                _source.PlayOneShot(_linkSound);
            }
            Fader.FadeIn(color, 1F, () =>
            {
                DreamDirector.SwitchDreamLevel(dreamFilePath, spawnName);
                if (shouldChangeTextureSet)
                {
                    DreamDirector.RefreshTextureSet(false);
                }
                GameSettings.CanControlPlayer = true;
                Fader.FadeOut(color, 1F, () =>
                {
                    _canLink = true;
                });
            });
        }
Пример #29
0
    //private void Update()
    //{
    //    if (sceneIsLoading && SceneManager.sceneLoaded)
    //    {

    //    }
    //        selectedSceneIsLoaded = true;

    //}

    private IEnumerator SceneTransition()
    {
        if (sceneIndexToLoad < 0)
        {
            Debug.LogError("Scene to load not set.");
            yield break;
        }

        DontDestroyOnLoad(gameObject);

        //Possible scene fade out here
        Fader fader = FindObjectOfType <Fader>();

        yield return(fader.FadeOut(1));

        //GameObject player = GameObject.FindWithTag("Player");
        //player.transform.SetParent(null);
        //print(player.transform.parent);
        //DontDestroyOnLoad(player);
        //print("Player not destroyed?");

        yield return(SceneManager.LoadSceneAsync(sceneIndexToLoad));

        yield return(new WaitForSeconds(1f));

        SceneTransit otherTransit = GetOtherTransit();

        UpdatePlayer(otherTransit);

        //Add possible scene fade in here
        yield return(fader.FadeIn(1));


        Destroy(gameObject);
    }
Пример #30
0
    private void textupdate()
    {
        m_colorTimer += Time.deltaTime;

        if (m_colorTimer < 1.5)
        {
            m_touchText.gameObject.SetActive(true);
        }
        else if (m_colorTimer < 2)
        {
            m_touchText.gameObject.SetActive(false);
        }

        if (m_colorTimer > 3)
        {
            m_colorTimer = 0;
        }

        // タッチチェック
        if (Input.anyKeyDown && !m_BGM.isPlaying)
        {
            if (!Fader.isFadeOut)
            {
                Fader.FadeOut(1);
            }
        }
    }
Пример #31
0
 void Start()
 {
     fader = new Fader(1.0f, 0.0f, 0.5f);
     fader.FadeOut();
 }