IEnumerator Death() { PostProcessControl.PostExposureFade(-10, .01f); yield return(new WaitForSeconds(2f)); GameManager.NextScene(); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.layer == 21) { if (health > 0) { if (_timeUntilNextHitCounter == _timeUntilNextHit) { PlaySound.PlayAudioFromSelection(_audioSource, _hitClips, true, -.15f, .15f); //HeartBeatControl.HeartBeatPitchAmount(1.2f); //print(other.gameObject.name); _timeUntilNextHitCounter = 0; //GlobalLowPassFilter.LowPassFilterAmount(500); PostProcessControl.PlayerDamagePostEffect(_playerDamageVignetteAmnt, _playerDamageContrastAmnt); _heartBeatPitch += .1f; HeartBeatControl.HeartBeatPitchAmount(_heartBeatPitch); StartCoroutine(HitHaptics(.25f)); //HapticFeedback.HapticAmount(1500, true, true); health--; } if (health <= 1) { // } } else { StartCoroutine(Death()); } } }
public static IEnumerator GameFadeIn() { GlobalAudio.GlobalAudioFadeIn(); yield return(new WaitForSeconds(.05f)); //DeacivateIntro(); PostProcessControl.OpeningFadeEffect(-10, 0, .02f); }
public static IEnumerator StartLogo() { yield return(new WaitForSeconds(_logoSceneTimer)); PostProcessControl.OpeningFadeEffect(0, -10f, .025f); GlobalAudio.GlobalAudioFadeOut(); yield return(new WaitForSeconds(2f)); _sceneToLoad.SetActive(true); }
public static IEnumerator MoveToIntroScene() { PostProcessControl.PostExposureFade(-10, .025f); GlobalAudio.GlobalAudioFadeOut(); yield return(new WaitForSeconds(1.5f)); //DeacivateIntro(); //PostProcessControl.PostExposureFade(-10, 0, .025f); //_escapeHouseText.SetActive(true); _sceneToLoad.SetActive(true); }
public void CloseInventory() { PostProcessControl.PostExposureFade(_exposureInventoryOff, _exposureFadeSpeed); //PostProcessControl.DOFFade(_focalLengthInventoryOff, _focusDistanceInventoryOff, _focalLengthFadeSpeed, _focusDistanceFadeSpeed); //print("closing inventory"); _isInventoryOpen = false; _inventoryObj.SetActive(false); PlaceItemsInInventory(true, false); //ShowInventoryItems(false); _firstPressUp = false; }
public static IEnumerator StartIntro() { //print("calling start intro co routine"); _introEnvironment.SetActive(true); yield return(new WaitForSeconds(_introSceneTimer)); PostProcessControl.OpeningFadeEffect(0, -10, .01f); GlobalAudio.GlobalAudioFadeOut(); yield return(new WaitForSeconds(3f)); _sceneToLoad.SetActive(true); //DeacivateIntro(); }
void Update() { //if (_trackedObj.gameObject.activeInHierarchy) //{ // _device = SteamVR_Controller.Input((int)_trackedObj.index); //} if (PlayerScript._deviceDominant.GetPressDown(SteamVR_Controller.ButtonMask.Touchpad) && !_isInventoryOpen) { _isInventoryOpen = true; //CheckInventoryItemPlacement(); _inventoryObj.SetActive(true); //ShowInventoryItems(true); PostProcessControl.PostExposureFade(_exposureInventoryOn, _exposureFadeSpeed); //PostProcessControl.DOFFade(_focalLengthInventoryOn, _focusDistanceInventoryOn, _focalLengthFadeSpeed, _focusDistanceFadeSpeed); HapticFeedback.HapticAmount(500, true, false); PlaceItemsInInventory(false, true); CheckHandModelVisibility(); //_handModelObj.gameObject.SetActive(true); //if (_inHandObj != null) //{ // _inHandObj.SetActive(false); // _hasItemInHand = false; //} } if (_isInventoryOpen) { OpenInventory(); } //if (_hasItemInHand) //{ // _inHandObj.transform.position = Vector3.Lerp(_inHandObj.transform.position, transform.position, Time.deltaTime * 12f); // _inHandObj.transform.rotation = Quaternion.Slerp(_inHandObj.transform.rotation, transform.rotation, Time.deltaTime * 12f); //} else //{ // foreach (var slot in _inventorySlots) // { // if (slot.hasItemInHand) // { // PutInInventory(slot); // } // } //} }