private IEnumerator LoadMainMenu() { yield return(fader.FadeOut(fadeTime)); SceneManager.LoadScene("Start Screen"); yield return(fader.FadeIn(fadeTime)); }
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())); }
// 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; } } }
private void FadeInCompletedProcessFinish() { _fader.OnFadeInCompleted -= FadeInCompletedProcessFinish; _fader.OnFadeOutCompleted += FadeOutCompletedProcessFinish; _onFadeInCompletedProcessFinish?.Invoke(); _fader.FadeOut(); }
public void BackToMainScreenFromResult() { resultPanel.FadeOut(() => { resultPanel.gameObject.SetActive(false); startPanel.GetComponent <CanvasGroup>().alpha = 1; startPanel.FadeIn(); }); }
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"); }
protected void Update() { if (Input.GetKeyDown(KeyCode.F1)) { mFader.FadeOut(() => SceneManager.LoadScene("RoseWin")); } if (Input.GetKeyDown(KeyCode.F2)) { mFader.FadeOut(() => SceneManager.LoadScene("VuWin")); } }
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); }
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()); }
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); } } }
public void ShowTitleScreen() { LoadingIcon.SetActive(false); Background.SetActive(false); MainMenu.SetActive(true); Fader.FadeOut(Color.black, 5, () => gameObject.SetActive(false)); }
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); }
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(); } }); }
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); }
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; }
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)); }
// Update is called once per frame void Update() { if (Input.anyKeyDown) { fade.FadeOut(); } }
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())); }
//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 }
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(); }
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); }
public void Hide() { mainFader.FadeOut(); bosterSlider.SlideOut(); buttonBack.SlideOut(); GameManager.Instance.IsTimeStop = false; }
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; } }
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); }
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(); }
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; }
// 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); }
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; }); }); }
//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); }
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); } } }
void Start() { fader = new Fader(1.0f, 0.0f, 0.5f); fader.FadeOut(); }