Пример #1
0
 public IFadeable getFader()
 {
     // can't set the reference on Start() because LevelManager also do some stuffs in Start() that depends on this fader component
     if (fader == null)
     {
         FadeColor component = GetComponentInChildren <FadeColor>();
         fader = (IFadeable)component.GetComponent(typeof(IFadeable));
     }
     return(fader);
 }
Пример #2
0
    private void reloadLevel()
    {
        // reset and re spawn every actor status
        ReloadableManager.Instance.reloadActors();

        // setup the scene components for the current scene
        setupSceneActors();

        // start camera fade out
        IFadeable fader = Camera.main.GetComponent <CameraFadeable>().getFader();

        fader.startFading(EnumFadeDirection.FADE_OUT);
    }
Пример #3
0
 public void setFaderFromMainCamera()
 {
     // need to find IFadeable component here because main camera instance changes during scenes
     fader = Camera.main.GetComponent <CameraFadeable>().getFader();
 }
Пример #4
0
 // Use this for initialization
 void Start()
 {
     fader       = (IFadeable)Camera.main.GetComponentInChildren(typeof(IFadeable));
     camFollower = GameObject.FindObjectOfType(typeof(PlayerFollowerXY)) as PlayerFollowerXY;
 }
        //TODO: This cross fade method is deprecated. Delete once no longer in use in Room.cs
        /// <summary>
        /// Do not use! Deprecated method, will not do anything..
        /// </summary>
        /// <param name="fadeKey">Key name of the fade to look up.</param>
        /// <param name="audioTrack">Audio track to fade-in.</param>
        /// <param name="additionalTracks">Additonal audio tracks to fade-in.</param>
        public void CrossFade(string fadeKey, IFadeable audioTrack, params IFadeable[] additionalTracks)
        {


            /*ChangeAlphaValue tempFade = GetFade(fadeKey);
            if (tempFade == null)
            {
                Debug.Log("Could not find ChangeAlphaValue with that key.");
                return;
            }
            if (FadeOutCurrent != null) FadeOutCurrent.Invoke(tempFade.FadeOutCurve);
            audioTrack.BeginFade(tempFade.FadeInCurve, false);
            foreach (var track in additionalTracks)
            {
                track.BeginFade(tempFade.FadeInCurve, false);
            }*/
        }
 /// <summary>
 /// Initiates a crossfade of two sound types that are IFadeable.
 /// </summary>
 /// <param name="faceOutTrack">Sound that will fade-out.</param>
 /// <param name="fadeInTrack">Sound that will fade-in.</param>
 /// <param name="fadeSettings">ChangeAlphaValue type containing the fade curves.</param>
 private void CrossFade(IFadeable faceOutTrack, IFadeable fadeInTrack, Fade fadeSettings)
 {
     faceOutTrack.BeginFade(fadeSettings.FadeOutCurve, true);
     fadeInTrack.BeginFade(fadeSettings.FadeInCurve, false);
 }
 /// <summary>
 /// Initiates a cross fade of sound types that are IFadeable.
 /// </summary>
 /// <param name="fadeInTracks">Collection of custom sound types to fade in to.</param>
 /// <param name="fadeKey">The key of the fade used for loading the proper fade setting.</param>
 /// <param name="fadeOutMusic">Flag used to signal whether currently playing music type should fade out.</param>
 /// <param name="fadeOutAmbient">Flag used to signal whether currently playing ambient sound type should fade out.</param>
 /// <param name="fadeOutSfx">Flag used to signal whether currently playing SFXGO sound type should fade out.</param>
 /// <param name="fadeOutRandomSfx">Flag used to signal whether currently playing Random SFXGO sound type should fade out.</param>
 public void CrossFade(IFadeable[] fadeInTracks, string fadeKey, bool fadeOutMusic, bool fadeOutAmbient, bool fadeOutSfx,
     bool fadeOutRandomSfx)
 {
     var fadeSetting = GetFade(fadeKey);
     if (fadeSetting == null)
     {
         Debug.Log("fadeSetting is null.");
         return;
     }
     if (fadeOutMusic)
     {
         if (FadeOutMusic != null) FadeOutMusic.Invoke(fadeSetting.FadeOutCurve);
     }
     if (fadeOutAmbient)
     {
         if (FadeOutAmbient != null) FadeOutAmbient.Invoke(fadeSetting.FadeOutCurve);
     }
     if (fadeOutSfx)
     {
         if (FadeOutSFX != null) FadeOutSFX.Invoke(fadeSetting.FadeOutCurve);
     }
     if (fadeOutRandomSfx)
     {
         if (FadeOutRandomSFX != null) FadeOutRandomSFX.Invoke(fadeSetting.FadeOutCurve);
     }
     foreach (var fadeInTrack in fadeInTracks)
     {
         fadeInTrack.BeginFade(fadeSetting.FadeInCurve, false);
     }
 }