// Use this for initialization void Awake() { if (instance == null) { instance = this; } thingToFade = GetComponent <SpriteRenderer>(); //DontDestroyOnLoad(transform.root.gameObject); //set default color thingToFade.color = colorOnStart; }
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(); } }
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; }
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; }
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; }
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++; } }
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(); } }
// 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; } }
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; } } }
// 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); }
private void Awake() { spriteFader = sprite.GetComponent <SpriteFader>(); }
private void OnEnable() { _fader = new SpriteFader <UISprite>(screenBlocker); }
IEnumerator CharacterFadeOut() { yield return(SpriteFader.FadeSprite(m_CharacterImage, new Color(1, 1, 1, 1), new Color(1, 1, 1, 0), 1f)); }
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)); }
protected override void Awake() { base.Awake(); onSign = transform.Find("laserWall_on_sign").GetComponent <SpriteFader>(); }