Пример #1
0
 // Use this for initialization
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     thingToFade = GetComponent <SpriteRenderer>();
     //DontDestroyOnLoad(transform.root.gameObject);
     //set default color
     thingToFade.color = colorOnStart;
 }
Пример #2
0
            public override void Execute(CommandQueue commandQueue, Action onComplete)
            {
                SpriteFader.FadeSprite(spriteRenderer, targetColor, fadeDuration, slideOffset);

                // Fade is asynchronous, but command completes immediately.
                // If you need to wait for the fade to complete, just use an additional Wait() command
                if (onComplete != null)
                {
                    onComplete();
                }
            }
Пример #3
0
        void Awake()
        {
            glassFader = glass.gameObject.GetComponent <SpriteFader>();

            Active = false;

            spriteFaders = GetComponentsInChildren <SpriteFader>(true);
            for (int i = 0; i < spriteFaders.Length; ++i)
            {
                spriteFaders[i].SetAlphaImmediate(0);
            }

            text.color = TextColor;
            text.alpha = 0;
        }
Пример #4
0
    private void Dropped()
    {
        sr.color = halfTransparent;
        _pIndex  = 0;

        foreach (GameObject zTmp in allZ)
        {
            Random.InitState(Random.Range(1, 10));
            Rigidbody   rb = zTmp.GetComponent <Rigidbody>();
            SpriteFader sf = zTmp.GetComponent <SpriteFader>();
            rb.useGravity = true;
            rb.AddForce(new Vector3(Random.Range(-50, 50f), Random.Range(10f, 50f), Random.Range(-1, 1)));
            sf.fadingOut = true;
        }
        allZ.Clear();
        state = State.nothing;
    }
Пример #5
0
    private void Scored()
    {
        state    = State.nothing;
        _pIndex  = 0;
        sr.color = transparent;

        foreach (GameObject zTmp in allZ)
        {
            Rigidbody   rb = zTmp.GetComponent <Rigidbody>();
            SpriteFader sf = zTmp.GetComponent <SpriteFader>();
            rb.useGravity = true;
            rb.AddForce(new Vector3(Random.Range(-3f, 3f), Random.Range(-1f, 0f), Random.Range(-1f, 1f)));
            sf.fadingOut = true;
        }
        allZ.Clear();
        state = State.nothing;
    }
Пример #6
0
    private void SpawnNewZ()
    {
        if (_bubblePosIndex < _bubblePositions.Length)
        {
            GameObject _zMarkClone = Instantiate(_zMark, _bubblePositions[_bubblePosIndex].transform);

            if (!_bubblePositions[_bubblePosIndex].activeSelf)
            {
                _bubblePositions[_bubblePosIndex].SetActive(true);
            }

            SpriteFader    sf = _zMarkClone.GetComponent <SpriteFader>();
            SpriteRenderer sr = _zMarkClone.GetComponent <SpriteRenderer>();

            sf.fadingIn = true;
            _bubblePosIndex++;
        }
    }
Пример #7
0
        public override void OnEnter()
        {
            if (spriteRenderer == null)
            {
                Continue();
                return;
            }

            SpriteFader.FadeSprite(spriteRenderer, _targetColor.Value, _duration.Value, Vector2.zero, delegate {
                if (waitUntilFinished)
                {
                    Continue();
                }
            });

            if (!waitUntilFinished)
            {
                Continue();
            }
        }
Пример #8
0
    // not working at the moment
    private void Fall()
    {
        foreach (UnityEngine.GameObject obj in _bubblePositions)
        {
            float _objX = obj.transform.position.x;
            float _step = 0.05f;
            float x     = UnityEngine.Random.Range(_objX - _step, _objX + _step);

            Vector3 _newPos = new Vector3(x, 2.2f, obj.transform.position.z);

            Debug.Log("new pos: " + _newPos);

            GameObject _zMarkClone = Instantiate(_zMark, _newPos, Quaternion.identity);

            SpriteFader    sf = _zMarkClone.GetComponent <SpriteFader>();
            SpriteRenderer sr = _zMarkClone.GetComponent <SpriteRenderer>();

            sf.fadingIn = true;
        }
    }
Пример #9
0
    private void SpawnWriting()
    {
        if (_boardIndex < 15)
        {
            GameObject     writingClone = Instantiate(writing, boardPositions[_boardIndex].transform);
            SpriteFader    sf           = writingClone.GetComponent <SpriteFader>();
            SpriteRenderer sr           = writingClone.GetComponent <SpriteRenderer>();
            sr.flipY    = RandomFlip();
            sr.flipX    = RandomFlip();
            sf.fadingIn = true;
            _boardIndex++;
        }
        else
        {
            state = TeacherState.done;
            GameObject[] allWritings = GameObject.FindGameObjectsWithTag("Writing");

            for (int i = 0; i < allWritings.Length; i++)
            {
                SpriteFader sf = allWritings[i].GetComponent <SpriteFader>();
                sf.fadingOut = true;
            }
        }
    }
Пример #10
0
    // Use this for initialization
    void Start()
    {
        transform.position += new Vector3(0, 0, 0.01f);

        if (createChild)
        {
            GameObject obj = new GameObject("ChildFade");
            obj.transform.parent = transform;
            fader                       = obj.AddComponent <SpriteFader>();
            fader.renderer              = obj.AddComponent <SpriteRenderer>();
            fader.renderer.material     = Instantiate(Resources.Load("SpriteSwapperMaterial")) as Material;
            obj.transform.localPosition = new Vector3(0, 0, -0.01f);
            obj.transform.localScale    = Vector3.one;
        }
        if (renderer == null)
        {
            renderer = GetComponent <SpriteRenderer>();
        }
        if (!isSwapping)
        {
            enabled = false;
        }
        TileSpriteManager.GetInstance().AddSwapper(this);
    }
Пример #11
0
 private void Awake()
 {
     spriteFader = sprite.GetComponent <SpriteFader>();
 }
Пример #12
0
 private void OnEnable()
 {
     _fader = new SpriteFader <UISprite>(screenBlocker);
 }
Пример #13
0
 IEnumerator CharacterFadeOut()
 {
     yield return(SpriteFader.FadeSprite(m_CharacterImage, new Color(1, 1, 1, 1), new Color(1, 1, 1, 0), 1f));
 }
Пример #14
0
    IEnumerator SetNewCharacterAndFadeIn(Sprite sprite)
    {
        m_CharacterImage.sprite = sprite;

        yield return(SpriteFader.FadeSprite(m_CharacterImage, new Color(1, 1, 1, 0), new Color(1, 1, 1, 1), 1f));
    }
Пример #15
0
 protected override void Awake()
 {
     base.Awake();
     onSign = transform.Find("laserWall_on_sign").GetComponent <SpriteFader>();
 }