Пример #1
0
    void Start()
    {
        fade = GameObject.FindGameObjectWithTag("Fader").GetComponent<ScreenFade>();
        guiText = GameObject.Find("Text").GetComponent<GUIText>();

        StartCoroutine(manageTextInput());
    }
Пример #2
0
    // Use this for initialization
    void Start ()
    {
		//JUSTIN
		healthBar = GameObject.Find("BossHealthBar").GetComponent<RectTransform>();
		healthBarOrigin = healthBar.localPosition;
		maxHealth = health;
		if(name == "TermiteQueenBoss")
		{
			health = 1;
			StartCoroutine(handleHealthSpinup());
		}
		//JUSTIN

		if(fadeScript == null)
		{
        	fadeScript = GameObject.FindObjectOfType<ScreenFade>();
		}
		if (fadeScript != null && fadeScript.gameObject.activeSelf)
        {
            fadeScript.StartCoroutine(fadeScript.FadeFromBlack());
        }
        meshList = GetComponentsInChildren<MeshRenderer>();
        skinnedMeshList = GetComponentsInChildren<SkinnedMeshRenderer>();
        phase = 0;
        maxPhase = healthThresholds.Length;
        meshStartingAngle = mesh.transform.eulerAngles;
    }
Пример #3
0
    void Start()
    {
        canvasObject = GameObject.Find ("Canvas");
        canvasTransform = canvasObject.GetComponent<RectTransform> ();
        iconTransform = GetComponent<RectTransform> ();

        // reset canvas hierarchy so ScreenFade is always on top (masks UI/HUD on fade)
        sFader = GameObject.Find ("Screen Fade").GetComponent<ScreenFade> ();
        sFader.ResetParent ();

        pManager = GameObject.Find ("Pause Manager").GetComponent<PauseManager> ();
    }
Пример #4
0
 public void Reset()
 {
     this.xGoGoBanana = null;
     this.iGameOverCounter = 0;
     this.bHasPressed = false;
     this.liPlayersHasPressed.Clear();
     this.bGoingToRespawn = false;
     this.byEntryPoint = 0;
     this.enZoneInstead = Level.ZoneEnum.None;
     this.byZoningSpecial = 0;
     this.iRoguelike_NextEssence = 100000;
 }
Пример #5
0
    public static int constructor(IntPtr l)
    {
        int result;

        try
        {
            ScreenFade o = new ScreenFade();
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, o);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
Пример #6
0
    public static int IsFading(IntPtr l)
    {
        int result;

        try
        {
            ScreenFade screenFade = (ScreenFade)LuaObject.checkSelf(l);
            bool       b          = screenFade.m_luaExportHelper.IsFading();
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, b);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
Пример #7
0
    // Use this for initialization
    void Start()
    {
        player    = GameObject.FindGameObjectWithTag("MainCamera");
        playerOrb = GameObject.Find("Orb");
        orbScript = playerOrb.GetComponent <Orb>();
        orbInd    = GameObject.Find("OrbIndicator").GetComponent <OrbIndicator>();
        orbP      = GameObject.Find("OrbParticle").GetComponent <ParticleSystem>();
        fade      = GameObject.Find("Player").GetComponent <ScreenFade>();
        fade.SetScreenOverlayColor(new Color(0, 0, 0, 0));
        orbHasClearSpace = true;
        canFire          = true;
        audioSource      = GetComponent <AudioSource>();
        //indicator2 = GameObject.Find("Particle Gravity Hole");

        // Particle fix (why does this happen).
        GameObject.Find("Particle Gravity Hole").transform.parent = orbInd.gameObject.transform;
        orbInd.Deactivate(orbInd.gameObject);
    }
Пример #8
0
    public void Start()
    {
        // get current scene number and maximum scene index
        sceneIndex        = SceneManager.GetActiveScene().buildIndex;
        currentSceneIndex = sceneIndex;
        maxSceneIndex     = SceneManager.sceneCountInBuildSettings - 1;

        // fade in
        fadeLevel = 1;
        fadeTime  = -1;

        // create screen faders
        faders = ScreenFade.AttachToAllCameras();

        // create action handlers for next/prev scene selection
        actionNext = InputHandler.Find(actionNameNext);
        actionPrev = InputHandler.Find(actionNamePrev);
    }
Пример #9
0
    //==============================================================================
    // MonoBehaviours
    //==============================================================================

    //==============================================================================
    public void Start()
    {
        m_GazeBase = GetComponent <GazeBase>();
        m_GazeBase.onGazeBeginCallBack += OnGazeStart;
        m_GazeBase.onGazeEndCallBack   += OnGazeEnd;
        m_ScreenFade = FindObjectOfType <ScreenFade>();
        m_isMoving   = false;
        m_isLookedAt = false;

        m_moveDirection = Vector3.zero;

        m_Camera = FindObjectOfType <OVRManager>().GetComponent <Transform>();

        if (m_text != null)
        {
            m_text.GetComponent <Renderer>().enabled = false;
        }
    }
Пример #10
0
    public void StartScene(string scenePath)
    {
        ScreenFade screenFade = Instantiate(
            Constants.Get <GameObject>("prefabScreenFadeOut"),
            Vector3.zero,
            Quaternion.identity
            ).GetComponent <ScreenFade>();

        screenFade.stopTime   = true;
        screenFade.onComplete = () => {
            AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(
                scenePath,
                LoadSceneMode.Single
                );
            asyncLoad.allowSceneActivation = true;
        };
        enabled = false;
    }
Пример #11
0
    private void Update( )
    {
        if (screenFade == ScreenFade.Default)
        {
            return;
        }
        else
        {
            Color color = mat.GetColor("_FadeToColor");
            if (screenFade == ScreenFade.FadeToBlack)
            {
                if (color.r > 0.0f)
                {
                    float offset = 0.5f * Time.deltaTime;
                    color.r -= offset;
                    color.g -= offset;
                    color.b -= offset;

                    mat.SetColor("_FadeToColor", color);
                }
                else
                {
                    screenFade = ScreenFade.Default;
                    GameLord.instance.OnBlackout( );
                }
            }
            else if (screenFade == ScreenFade.FadeFromBlack)
            {
                if (color.r < 1.0f)
                {
                    float offset = 0.5f * Time.deltaTime;
                    color.r += offset;
                    color.g += offset;
                    color.b += offset;

                    mat.SetColor("_FadeToColor", color);
                }
                else
                {
                    screenFade = ScreenFade.Default;
                }
            }
        }
    }
Пример #12
0
    public static int set_m_image(IntPtr l)
    {
        int result;

        try
        {
            ScreenFade screenFade = (ScreenFade)LuaObject.checkSelf(l);
            Image      image;
            LuaObject.checkType <Image>(l, 2, out image);
            screenFade.m_luaExportHelper.m_image = image;
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
Пример #13
0
    public static int set_m_color(IntPtr l)
    {
        int result;

        try
        {
            ScreenFade screenFade = (ScreenFade)LuaObject.checkSelf(l);
            Color      color;
            LuaObject.checkType(l, 2, out color);
            screenFade.m_luaExportHelper.m_color = color;
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
Пример #14
0
    public static int Update(IntPtr l)
    {
        int result;

        try
        {
            ScreenFade screenFade = (ScreenFade)LuaObject.checkSelf(l);
            float      dt;
            LuaObject.checkType(l, 2, out dt);
            screenFade.Update(dt);
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
Пример #15
0
        private void Initialize()
        {
            ResetLevelManager();

            if (!IsMenuScene())
            {
                AssignPlayerComponents();
                AssignLastEnemyComponents();

                // Find inactive GameObjects
                GameObject transitionCanvas = GameObject.Find(Names.TransitionCanvas);
                victoryText = transitionCanvas.transform.Find(Names.VictoryText).gameObject;
                defeatText  = transitionCanvas.transform.Find(Names.DefeatText).gameObject;

                screenFade = UnityEngine.Camera.main.GetComponent <ScreenFade>();
                screenFade.SetScreenFade(false);
            }

            PlayThemeSong();
        }
Пример #16
0
        private void ReloadLobby()
        {
            this.CachedRoomList.Clear();
            CreateGui();

            if (PhotonNetwork.InRoom)
            {
                PhotonNetwork.LeaveRoom();

                NetworkManager.Instance.WhenConnectedToMaster(this, () =>
                {
                    PhotonNetwork.JoinLobby();
                    ScreenFade.FadeIn();
                });
            }
            else
            {
                PhotonNetwork.JoinLobby();
                ScreenFade.FadeIn();
            }
        }
Пример #17
0
        public override void Init()
        {
            Input.On(Control.Start, NavigateToMainMenu);
            Input.On(Control.Select, NavigateToMainMenu);
            Add(new ScreenClickable(NavigateToMainMenu));

            var anim1 = new ScreenFade {
                Duration = TimeSpan.FromSeconds(3.4), FromAlpha = 255, ToAlpha = 0
            };
            var anim2 = new ScreenFade {
                Duration = TimeSpan.FromSeconds(1), FromAlpha = 0, ToAlpha = 0
            };
            var anim3 = new ScreenFade {
                Duration = TimeSpan.FromSeconds(1), FromAlpha = 0, ToAlpha = 255
            };

            Add(new CenteredRawImage(_logoImage));
            Add(anim1);
            Add(anim2);
            Add(anim3);
            anim1.Start(() => anim2.Start(() => anim3.Start(NavigateToMainMenu)));
        }
Пример #18
0
    // Update is called once per frame
    void Update()
    {
        hit = Physics.RaycastAll(transform.position, (target.transform.position - transform.position).normalized,
                                 Vector3.Distance(target.transform.position, transform.position), 1);
        for (int i = 0; i < hit.Length; i++)
        {
            ScreenFade temp = hit[i].collider.gameObject.GetComponent <ScreenFade>();
            if (temp)
            {
                temp.amount = hit.Length;
                temp.timer  = 0;
            }
        }

        // to modify the camera positions until they are right these are both in update
        // set the camera rotation to the desired rotation
        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(Angle), Time.deltaTime);
        //transform.rotation.eulerAngles.Set(Angle.x,Angle.y,Angle.z);
        // set the camera position to the player position + an offset where the player is assumed to be the parent

        transform.position = Vector3.Lerp(transform.position, target.transform.position + offset, Time.deltaTime);
    }
Пример #19
0
    public static int FadeOut(IntPtr l)
    {
        int result;

        try
        {
            ScreenFade screenFade = (ScreenFade)LuaObject.checkSelf(l);
            float      time;
            LuaObject.checkType(l, 2, out time);
            Color color;
            LuaObject.checkType(l, 3, out color);
            Action onEnd;
            LuaObject.checkDelegate <Action>(l, 4, out onEnd);
            screenFade.FadeOut(time, color, onEnd);
            LuaObject.pushValue(l, true);
            result = 1;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
Пример #20
0
    protected override void Update(GameTime gameTime)
    {
        HandleInput();
        multiplayerManager.Update(gameTime);
        gameStateManager.Update(gameTime);
        ScreenFade.Update(gameTime);
        if (quitGame)
        {
            Exit();
            return;
        }
        if (newChanges && !FullScreen)
        {
            FullScreen = true;
            newChanges = false;
        }
        else if (newChanges && FullScreen)
        {
            FullScreen = false;
            newChanges = false;
        }
        int outputx = 0;

        for (int i = output.Count - 1; i >= 0; i--)
        {
            output[i].Update(gameTime);
            if (output[i].Timer <= 0)
            {
                output.RemoveAt(i);
            }
            else
            {
                output[i].Position = new Vector2(60, outputx);
                outputx           += 30;
            }
        }
    }
    //-----------------------------------------------------------------------------
    // OnGUI
    //-----------------------------------------------------------------------------

//	void OnGUI(){
//		//draw buttons:
//		DrawFadeButton();
//		DrawCameraFlashButton();
//		DrawInjuryButton();
//	}

    //-----------------------------------------------------------------------------
    // Private Methods
    //-----------------------------------------------------------------------------

    void DrawFadeButton()
    {
        //decide text to display on the button based on state of fadeDirection:
        string fadeText = fadeDirection ? "down" : "up";

        if (GUILayout.Button("Fade " + fadeText))
        {
            //set type of fadeDirection:
            currentFadeType = FadeType.Fade;

            //toggle state of fadeDirection:
            fadeDirection = !fadeDirection;

            //fade up or down based on state of fadeDirection:
            if (fadeDirection)
            {
                ScreenFade.Fade(Color.black, ScreenFade.CurrentAlpha, 1, 1, 0, false);
            }
            else
            {
                ScreenFade.Fade(Color.black, ScreenFade.CurrentAlpha, 0, 1, 0, false);
            }
        }
    }
Пример #22
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            graphics.PreferredBackBufferWidth  = Globals.ScreenWidth;
            graphics.PreferredBackBufferHeight = Globals.ScreenHeight;
            IsMouseVisible = true;
            graphics.ApplyChanges();

            // TODO: use this.Content to load your game content here

            blankRecImg = Content.Load <Texture2D>("Assets/blankrec");
            bigFont     = Content.Load <SpriteFont>("Assets/bigfont");

            plaques = new Dictionary <string, Texture2D> {
                { "123", Content.Load <Texture2D>("Assets/correct1st2nd3rd") },
                { "12", Content.Load <Texture2D>("Assets/correct1st2nd") },
                { "13", Content.Load <Texture2D>("Assets/correct1st3rd") },
                { "23", Content.Load <Texture2D>("Assets/correct2nd3rd") },
                { "1", Content.Load <Texture2D>("Assets/correct1st") },
                { "2", Content.Load <Texture2D>("Assets/correct2nd") },
                { "3", Content.Load <Texture2D>("Assets/correct3rd") }
            };

            betsImg = Content.Load <Texture2D>("Assets/bets");

            betButtons = new List <Button> {
                new Button(blankRecImg, new Rectangle(75, 300, 100, 100)),
                new Button(blankRecImg, new Rectangle(225, 300, 100, 100)),
                new Button(blankRecImg, new Rectangle(375, 300, 100, 100)),
                new Button(blankRecImg, new Rectangle(525, 300, 100, 100)),
                new Button(blankRecImg, new Rectangle(675, 300, 100, 100)),
                new Button(blankRecImg, new Rectangle(825, 300, 100, 100))
            };

            startBtn = new Button(blankRecImg, new Rectangle(450, 500, 150, 100));

            horseAniImg = new List <Texture2D> {
                Content.Load <Texture2D>("Assets/horse1ani"),
                Content.Load <Texture2D>("Assets/horse2ani"),
                Content.Load <Texture2D>("Assets/horse3ani"),
                Content.Load <Texture2D>("Assets/horse4ani"),
                Content.Load <Texture2D>("Assets/horse5ani"),
                Content.Load <Texture2D>("Assets/horse6ani")
            };

            placeImg = new List <Texture2D> {
                Content.Load <Texture2D>("Assets/1st"),
                Content.Load <Texture2D>("Assets/2nd"),
                Content.Load <Texture2D>("Assets/3rd"),
                Content.Load <Texture2D>("Assets/4th"),
                Content.Load <Texture2D>("Assets/5th"),
                Content.Load <Texture2D>("Assets/6th")
            };

            placeBets = Content.Load <Texture2D>("Assets/placeyourbets");

            logo = Content.Load <Texture2D>("Assets/logo");

            buttons = new List <Texture2D> {
                Content.Load <Texture2D>("Assets/bet"),
                Content.Load <Texture2D>("Assets/race"),
                Content.Load <Texture2D>("Assets/menu")
            };

            bg = Content.Load <Texture2D>("Assets/bg");

            horseAni = new List <Animation> {
                new Animation(horseAniImg[0], 4, 1, 4, 1, 2, Animation.ANIMATE_FOREVER, 10, new Vector2(0, 0), 1, true),
                new Animation(horseAniImg[1], 4, 1, 4, 1, 2, Animation.ANIMATE_FOREVER, 10, new Vector2(0, 0), 1, true),
                new Animation(horseAniImg[2], 4, 1, 4, 1, 2, Animation.ANIMATE_FOREVER, 10, new Vector2(0, 0), 1, true),
                new Animation(horseAniImg[3], 4, 1, 4, 1, 2, Animation.ANIMATE_FOREVER, 10, new Vector2(0, 0), 1, true),
                new Animation(horseAniImg[4], 4, 1, 4, 1, 2, Animation.ANIMATE_FOREVER, 10, new Vector2(0, 0), 1, true),
                new Animation(horseAniImg[5], 4, 1, 4, 1, 2, Animation.ANIMATE_FOREVER, 10, new Vector2(0, 0), 1, true)
            };

            scrollBg = new ScrollingBg(bg);

            screenFade = new ScreenFade();

            finishLine = Content.Load <Texture2D>("Assets/finish");

            inMenu = true;

            pauseTime = new List <Texture2D> {
                Content.Load <Texture2D>("Assets/1"),
                Content.Load <Texture2D>("Assets/2"),
                Content.Load <Texture2D>("Assets/3")
            };

            Reset();
        }
Пример #23
0
    // Use this for initialization
    void Start()
    {
        alert = GameObject.Find("Alert System").GetComponent<AlertManager>();

        roomX = 0;
        roomZ = 0;

        dButton = GameObject.Find("Door Button").GetComponent<DoorButton>();

        playerObject = GameObject.FindGameObjectWithTag("Player");
        level = GameObject.Find("Level").GetComponent<Level>();

        nextRoomInformation = GameObject.Find("NextRoomInfo").GetComponent<NextRoomInfo>();

        currentRoom = transform.parent.parent.parent.GetComponent<Room>();
        if(currentRoom){
            roomX = currentRoom.xIndex;
            roomZ = currentRoom.zIndex;
        }

        leftDoor 	= transform.Find("LeftDoor");
        rightDoor 	= transform.Find("RightDoor");

        closedScale = leftDoor.localScale;
        openScale = new Vector3(leftDoor.localScale.x * 0.1f, leftDoor.localScale.y, leftDoor.localScale.z);;
        targetScale = closedScale;

        leftDoorClosedPosition 	= leftDoor.transform.position;
        leftDoorOpenPosition 	= leftDoor.transform.position + (-transform.right * 0.3f);
        targetLeftDoorPosition 	= leftDoorClosedPosition;

        rightDoorClosedPosition 	= rightDoor.transform.position;
        rightDoorOpenPosition 		= rightDoor.transform.position + (transform.right * 0.3f);
        targetRightDoorPosition		= rightDoorClosedPosition;

        canvasObject = GameObject.Find("Canvas");
        sFade = GameObject.Find("Screen Fade").GetComponent<ScreenFade>();
    }
Пример #24
0
	//JUSTIN

	// Use this for initialization
	void Start()
	{
		scoreHandle = GameObject.Find("Score").GetComponent<Score>();	//JUSTIN

		loadout = GameObject.FindGameObjectWithTag ("SaveManager").GetComponent<SavedGameManager> ().getCurrentGame ().getCurrentLoadout ();
		shrinkCollider = GetComponent<CircleCollider2D>(); 
		setLoadout ();

		hitCool = false;
		dead = false;

		//determines chassis health type
		if (chassisExterminator || chassisBooster || chassisShrink) {
			health = 3;
		} 
		else if (chassisQuick)
		{
			health = 2;
		} 
		else if (chassisFinal)
		{
			if((SceneIndex)SceneManager.GetActiveScene().buildIndex == SceneIndex.GAMEPLAY_4_2)
			{
				health = 5;
			}
			else
			{
				health = 1;
			}
		}

		//determines chassis movement speed type
		if (chassisExterminator || chassisFinal)
		{
			moveSpeed = 10f;
			precisionSpeed = 6f;
		} 
		else if (chassisBooster)
		{
			moveSpeed = 8f;
			precisionSpeed = 14f;
		} 
		else if (chassisShrink) 
		{
			moveSpeed = 6f;
			precisionSpeed = 4f;
		} 
		else if (chassisQuick)
		{
			moveSpeed = 12f;
			precisionSpeed = 8f;
		}



		hBorder = GameObject.FindGameObjectWithTag ("Border").GetComponent<HealthBorder> ();
		sf = GameObject.Find ("ScreenFade").GetComponent<ScreenFade> ();	
		hBorder.health = health;
		if (health == 5) {
			hBorder.fiveHealth = true;
		}
	}
Пример #25
0
 private void Start( )
 {
     screenFade = ScreenFade.Default;
     mat.SetColor("_FadeToColor", Color.black);
 }
Пример #26
0
 // Use this for initialization
 void Awake()
 {
     instance = this;
 }
Пример #27
0
 // Use this for initialization
 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player").transform;
     canvasTransform = GameObject.Find("Canvas").GetComponent<RectTransform>();
     endButtonTransform = GameObject.Find("Level End Button").GetComponent<RectTransform>();
     sFade = GameObject.Find("Screen Fade").GetComponent<ScreenFade>();
 }
Пример #28
0
        public override void Update()
        {
            CheckForNewPlayers();

            m_timerMSPrevious       = m_timerMS;
            m_elapsedTimeMSPrevious = m_elapsedTime;

            if (Game.AIGameData.IsIdleAIRunning == false || m_matchState != MatchState.FirstPeriod)
            {
                m_timerMS     -= Engine.GameTime.ElapsedMS;
                m_elapsedTime += Engine.GameTime.ElapsedMS;
            }

            UpdateMatchSoundEvents();

            if (m_matchState == MatchState.Init)
            {
                if (m_elapsedTime > 0)
                {
                    m_elapsedTime = 0;
                    ChangeState(MatchState.Begin);
                }
            }

            if (m_matchState == MatchState.Begin)
            {
                if (m_elapsedTime >= m_matchBeginTimer)
                {
                    m_elapsedTime = 0;
                    ChangeState(MatchState.FirstPeriod);
                    Game.Stats.MatchStart();
                }
            }

            if (m_matchState == MatchState.FirstPeriod)
            {
                if (m_elapsedTime >= m_halfTimeDuration)
                {
                    m_elapsedTime = 0;
                    ChangeState(MatchState.HalfTime);
                }
            }
            else if (m_matchState == MatchState.HalfTime)
            {
                Ball ball = Game.GameManager.Ball;

                if (m_matchStateStep == 0 && m_elapsedTime >= m_halfTimePauseDuration[0])
                {
                    ball.BodyCmp.Body.LinearDamping += 0.005f * Engine.GameTime.ElapsedMS;

                    if (ball.Player != null || !ball.BodyCmp.Body.Awake || ball.BodyCmp.Body.LinearVelocity.LengthSquared() < 0.01f)
                    {
                        m_elapsedTime    = 0;
                        m_matchStateStep = 1;

                        ball.BodyCmp.Body.LinearDamping = ball.Parameters.Physic.LinearDamping;

                        ScreenFade screenFade = new ScreenFade();
                        Owner.Attach(screenFade);
                        screenFade.StartFade(ScreenFade.FadeType.FadeOut, 500, false);
                    }
                }
                else if (m_matchStateStep == 1 && m_elapsedTime >= m_halfTimePauseDuration[1])
                {
                    m_elapsedTime    = 0;
                    m_matchStateStep = 4;;

                    Engine.World.EventManager.ThrowEvent((int)EventId.HalfTimeTransition);

                    if (Game.GameManager.Tutorial.Enabled)
                    {
                        m_matchStateStep         = 2;
                        m_tutorialSprite.Visible = true;
                    }
                    else
                    {
                        m_matchStateStep = 4;
                        ScreenFade screenFade = Owner.FindComponent <ScreenFade>();
                        screenFade.StartFade(ScreenFade.FadeType.FadeIn, 500, true);
                    }
                }

                else if (m_matchStateStep == 2 && m_elapsedTime >= m_tutorialDisplayDuration)
                {
                    m_elapsedTime    = 0;
                    m_matchStateStep = 4;

                    m_tutorialSprite.Visible = false;
                    ScreenFade screenFade = Owner.FindComponent <ScreenFade>();
                    screenFade.StartFade(ScreenFade.FadeType.FadeIn, 1000, true);
                }

                else if (m_matchStateStep == 4 && m_elapsedTime >= m_halfTimePauseDuration[2])
                {
                    ChangeState(MatchState.SecondPeriodBegin);
                }
            }
            else if (m_matchState == MatchState.SecondPeriodBegin)
            {
                if (m_elapsedTime >= m_matchBeginTimer)
                {
                    m_elapsedTime = 0;
                    ChangeState(MatchState.SecondPeriod);
                }
            }
            else if (m_matchState == MatchState.SecondPeriod)
            {
                if (m_elapsedTime >= m_halfTimeDuration)
                {
                    m_elapsedTime = 0;
                    ChangeState(MatchState.End);
                }
            }
            else if (m_matchState == MatchState.End)
            {
                Ball ball = Game.GameManager.Ball;

                if (m_matchStateStep == 0 && m_elapsedTime >= m_endGamePauseDuration[0])
                {
                    ball.BodyCmp.Body.LinearDamping += 0.005f * Engine.GameTime.ElapsedMS;

                    if (ball.Player != null || !ball.BodyCmp.Body.Awake || ball.BodyCmp.Body.LinearVelocity.LengthSquared() < 0.01f)
                    {
                        m_elapsedTime = 0;
                        m_matchStateStep++;
                        ball.BodyCmp.Body.LinearDamping = ball.Parameters.Physic.LinearDamping;

                        ScreenFade screenFade = new ScreenFade();
                        Owner.Attach(screenFade);
                        screenFade.StartFade(ScreenFade.FadeType.FadeOut, 500, false);
                    }
                }
                else if (m_matchStateStep == 1 && m_elapsedTime >= m_endGamePauseDuration[1])
                {
                    m_elapsedTime = 0;
                    m_matchStateStep++;
                    Engine.World.EventManager.ThrowEvent((int)EventId.Victory);

                    ScreenFade screenFade = Owner.FindComponent <ScreenFade>();
                    screenFade.StartFade(ScreenFade.FadeType.FadeIn, 500, true);
                }
                else if (m_matchStateStep == 2 && m_elapsedTime >= m_endGamePauseDuration[2])
                {
                    m_elapsedTime = 0;
                    m_matchStateStep++;
                    Engine.World.EventManager.ThrowEvent((int)EventId.MatchFinalize);

                    Game.Stats.MatchEnd();
                }
            }
        }
Пример #29
0
 private void Awake()
 {
     curr = this;
     fade = 1;
     SetColor();
 }
Пример #30
0
 // Use this for initialization
 void Start()
 {
     GameOverCount = gameOverCount;
     fader = GetComponent<ScreenFade>();
 }
Пример #31
0
	static void CheckInstance(){
		if ( _instance == null ) {
			
			//create singleton:
			GameObject screenFadeGameObject = new GameObject( "Screen Fade" );
			DontDestroyOnLoad( screenFadeGameObject );
			_instance = screenFadeGameObject.AddComponent<ScreenFade>();
			
			//create texture:
			_texture = new Texture2D( 1, 1, TextureFormat.ARGB32, false );
			ChangeColor( _currentColor, false );
		}
	}
Пример #32
0
	void OnDestroy(){
		_instance = null;
	}
Пример #33
0
    //-----------------------------------------------------------------------------
    // Deallocation
    //-----------------------------------------------------------------------------

    void OnDestroy()
    {
        _instance = null;
    }
Пример #34
0
    // Use this for initialization
    void Start()
    {
        //rInfo = GameObject.Find("RoomInfo").GetComponent<RoomInfo>();
        sFade = GameObject.Find("Screen Fade").GetComponent<ScreenFade>();

        //destinationRoomObject = gameObject;
        //destinationDoorObject = gameObject;

        currentRoom = transform.parent.parent.parent.GetComponent<Room> ();
        roomX = currentRoom.xIndex;
        roomZ = currentRoom.zIndex;
    }
Пример #35
0
 // Use this for initialization
 void Start()
 {
     sFade = GameObject.Find("Screen Fade").GetComponent<ScreenFade>();
     sFade.FadeIn();
     Invoke("StartLoad", 2);
 }
Пример #36
0
    void Start()
    {
        mainCanvas = GameObject.Find ("Canvas");
        timeScaler = GameObject.Find ("Time Manager").GetComponent<TimeScaler>();
        healthManager = GameObject.Find ("Health Manager").GetComponent<HealthManager> ();
        screenFader = GameObject.Find ("Screen Fade").GetComponent<ScreenFade> ();

        blurFX = GameObject.FindWithTag ("MainCamera").GetComponent<BlurOptimized> ();
        blurFX.enabled = false;
        pauseScreen.SetActive (false);
        failScreen.SetActive (false);

        invHUD = GameObject.Find ("HUD_Inventory").GetComponent<HUD_Inventory> ();
        healthHUD = GameObject.Find("HUD_Healthbar").GetComponent<HUD_Healthbar>();
        timeButton = GameObject.Find("Time Button");
        pauseButton = GameObject.Find ("PauseButton");
        mapButton = GameObject.Find ("Map Button");
        alertCountdown = GameObject.Find ("AlertCountdownIcon");
    }
Пример #37
0
 void Awake()
 {
     globalInstance = this;
 }
Пример #38
0
 void Start()
 {
     screenFade = GameObject.Find("ScreenFade").GetComponent <ScreenFade>();
 }
Пример #39
0
    // Use this for initialization
    void Start()
    {
        fader = GameObject.Find ("Screen Fade").GetComponent<ScreenFade> ();
        fader.ResetParent ();

        ResetBox ();

        startTime = Time.realtimeSinceStartup;
        boxSize 	= new Vector3 (400, 140, 0);
        cornerSize 	= new Vector3 (15, 15, 0);
        tutorialTransform = GetComponent<RectTransform> ();

        Invoke ("InterruptTutorial", 5);
    }
Пример #40
0
 /// <summary>Fades the screen to the given colour in the given amount of time.</summary>
 public Promise fade(UnityEngine.Color col, float time)
 {
     return(ScreenFade.Fade(this, col, time));
 }
Пример #41
0
    // Use this for initialization
    void Start()
    {
        boxCol = GetComponent<BoxCollider>();
        playerTransform = GameObject.FindGameObjectWithTag("Player").transform;

        hudInv = GameObject.Find ("HUD_Inventory").GetComponent<HUD_Inventory> ();
        cController = Camera.main.GetComponent<CameraController> ();

        Time.timeScale = 1;
        fade = GameObject.Find("Screen Fade").GetComponent<ScreenFade>();
        tintImage = GameObject.Find("Upgrade Fader").GetComponent<RawImage>();
        tintImage.color = new Color(1,1,1,0);

        instructionText 		= GameObject.Find("InstructionText").GetComponent<Text>();
        instructionText.color 	= new Color(0,0,0,0);
        activateText 			= GameObject.Find("ActivateText").GetComponent<Text>();
        activateText.color 		= new Color(0,0,0,0);
    }
Пример #42
0
    void Start()
    {
		sf = GameObject.Find("ScreenFade").GetComponent<ScreenFade>();
        StartCoroutine("LevelLayout2");
    }
Пример #43
0
 void Awake()
 {
     S = this;
     rateOfChangeFloat = maxAlpha / 100f;
     waitTime          = timeToFade / 100f;
 }
Пример #44
0
 // Use this for initialization
 void Start()
 {
     fadeIn = GetComponent <ScreenFade>();
     fadeIn.StartCoroutine("CloseWindow");
 }
Пример #45
0
    // Use this for initialization
    void Start()
    {
        vxe = VoxelExtractionPointCloud.Instance;
        myAnim = GetComponent<Animator> ();
        auSource = GetComponent<AudioSource> ();
        screenFadeScript = playerTrans.GetComponent<ScreenFade> ();
        playerGazeScript = playerTrans.GetComponent<TutorialGaze> ();

        pocketWatch = pWatchPokeScript.gameObject;
        pWatchPokeScript.enabled = false;
        SetMeshRenderersInChildren (pocketWatch, false);

        auSource.pitch = 0.75f;
        TheSheepDog.transform.position = watchTrans.position;

        tutorialPhase = TutorialPhase.SetUpHypno;
        SetMeshRenderersInChildren (tutorialSheep, false);
        //Disable for now, will use GazeTutorial Later
        //SetMeshRenderersInChildren (gazeTutorialGameObjects, false);
        SetMainGameObjects (false);
    }
Пример #46
0
 protected override void End()
 {
     this.fade = (ScreenFade)null;
 }
    // Use this for initialization
    void Start()
    {
        vxe = VoxelExtractionPointCloud.Instance;
        myAnim = GetComponent<Animator> ();
        auSource = GetComponent<AudioSource> ();
        screenFadeScript = playerTrans.GetComponent<ScreenFade> ();
        playerGazeScript = playerTrans.GetComponent<TutorialGaze> ();

        pocketWatch = pWatchPokeScript.gameObject;
        pWatchPokeScript.enabled = false;
        SetMeshRenderersInChildren (pocketWatch, false);

        auSource.pitch = 0.75f;

        biome.setAllMaterials (biome.fadedMaterials [0]);
        tutorialPhase = TutorialPhase.SetUpHypno;
        #if GazeTut
        SetMeshRenderersInChildren (tutorialSheep, false);
        #endif
        //Disable for now, will use GazeTutorial Later
        //SetMeshRenderersInChildren (gazeTutorialGameObjects, false);
        SetMainGameObjects (false);
        audioCueManager.playAudioClip (audioCueManager.lookForPocketWatch);
    }
Пример #48
0
    void Awake()
    {
        fadeImage = GameObject.Find("FadeImage");

        if(instance)
        {
            Destroy (gameObject);
            hide(0f, false);
            return;
        }

        instance = this;
        fadeAlpha = 1f;
        fadeImage.SetActive(true);
        fadeImage.GetComponent<CanvasRenderer>().SetAlpha(fadeAlpha);
        DontDestroyOnLoad(this);
    }
Пример #49
0
 void Start()
 {
     instance            = this;
     shouldFadeFromBlack = true;
 }