private IEnumerable<YieldInstruction> fade(GameStateScript mgr) { uiFader.Fade(1, fadeDuration, EasingFunctions.TYPE.In); yield return new WaitForSeconds(fadeDuration + stayDuration); uiFader.Fade(0, fadeDuration, EasingFunctions.TYPE.Out); mgr.ChangeState(FindObjectOfType<PlayState>()); }
private IEnumerable<YieldInstruction> simulate(GameStateScript mgr) { FadeToBlack(); PlayKillSound(); yield return new WaitForSeconds(18); ShowCredits(); yield return new WaitForSeconds(CreditsDuration); Hide(); yield return new WaitForSeconds(4); mgr.ChangeState(playState); }
IEnumerable<YieldInstruction> simulate(GameStateScript mgr) { uiFader.Fade(1, 0f, EasingFunctions.TYPE.Out); textFader.Fade(0, 0f, EasingFunctions.TYPE.Out); textFader.Fade(1, 1, EasingFunctions.TYPE.In); yield return new WaitForSeconds(1); while (!Input.GetKey(KeyCode.S)) yield return null; uiFader.Fade(0, 3f, EasingFunctions.TYPE.Out); yield return new WaitForSeconds(3); mgr.ChangeState(PlayState); //GameStateManager.PlayerScript.SoundScript.PlayDinnerTime(); }
IEnumerable<YieldInstruction> fade(GameStateScript mgr) { GetComponent<AudioSource>().Play(); //Hack //EndGameCanvas.gameObject.SetActive(false); damageCanvas.ShowDamagePermanent(); uiFader.Fade(1, fadeDuration, EasingFunctions.TYPE.In); yield return new WaitForSeconds(fadeDuration); yield return new WaitForSeconds(stayDuration); checkpointingScript.RestoreCheckpoint(); damageCanvas.ResetDamagePermanent(); mgr.ChangeState(playState); uiFader.Fade(0, fadeDuration, EasingFunctions.TYPE.Out); }