void Update() { _rb.velocity = Vector3.zero; if (!_isInDialogue) { _rb.velocity = (transform.forward * Input.GetAxis("Vertical") + transform.right * Input.GetAxis("Horizontal")) * playerSpeed; if (_rb.velocity.x != 0 || _rb.velocity.z != 0) { _sprite.SetFloat("LastX", _rb.velocity.normalized.x); _sprite.SetFloat("LastZ", _rb.velocity.normalized.z); } } if (Input.GetButtonDown("Interact")) { //print("Interact"); if (_canInteract && !_isInDialogue) { _isInDialogue = true; StartCoroutine(dialogueCanvasGroup.Fade(0.5f, true)); dialogueSystem.SetDialogueToRun(_interactableNPC.dialogue); dialogueSystem.RunDialogue(); StartCoroutine(WaitForDialogueEndAndFade()); } } }
public void OnPointerEnter(PointerEventData eventData) { if (eventData.button != PointerEventData.InputButton.Left) { return; } StopAllCoroutines(); StartCoroutine(m_CanvasGroup.Fade(OnHoverAlpha, FadeTime)); m_OnHover.Invoke(); }
// Kill me now! IEnumerator Animate(AnswerData result) { Result.GetOrAddComponent <CanvasGroup>().Fade(0f, 1f, 0.5f); yield return(new WaitForSeconds(TimeBeforeShowAnswer)); Answer.gameObject.SetActive(true); Answer.text = string.Format("{0}", result.Answer); yield return(new WaitForSeconds(TimeBeforeShowChosenBy)); Divider.gameObject.SetActive(true); Divider.Fade(0f, 1f, 0.1f); ChosenBy.gameObject.SetActive(true); ChosenBy.gameObject.GetOrAddComponent <CanvasGroup>().Fade(0f, 1f, 0.1f); yield return(new WaitForSeconds(TimeBeforePlayersReveal)); float revealTime = TimeToRevealPlayers / result.Choosers.Count; foreach (var player in result.Choosers) { yield return(new WaitForSeconds(revealTime)); var instance = UiUtility.AddChild(Rows, RowPrototype, true); instance.PlayerName.text = player.Name; instance.gameObject.GetOrAddComponent <CanvasGroup>().Scale(Vector3.one * 5, Vector3.one, 0.2f); resultViews.Add(instance.gameObject); } if (result.Type != GameAnswerType.ActualAnswer) { yield return(new WaitForSeconds(TimeBeforeAuthorReveal)); } else { yield return(new WaitForSeconds(TimeBeforeActualAnswerReveal)); } Author.gameObject.SetActive(true); Author.gameObject.GetOrAddComponent <CanvasGroup>().Fade(0f, 1f, TimeAuthorFade); Author.gameObject.GetOrAddComponent <CanvasGroup>().Scale(new Vector3(5f, 5f, 1f), Vector3.one, TimeAuthorScale); if (result.Type == GameAnswerType.Player) { Author.text = string.Format(Strings.Result.PlayerAnswer, result.Author.Name); yield return(new WaitForSeconds(TimeBeforeScoreReveal)); Points.gameObject.SetActive(true); Points.text = string.Format("+{0}", result.Points.ToString()); Points.gameObject.GetOrAddComponent <CanvasGroup>().Fade(0f, 1f, TimeScoreFade); Points.gameObject.GetOrAddComponent <CanvasGroup>().Scale(new Vector3(5f, 5f, 1f), Vector3.one, TimeScoreScale); } else if (result.Type == GameAnswerType.Decoy) { Author.text = Strings.Result.Decoy; yield return(new WaitForSeconds(TimeBeforeScoreReveal)); } else { Author.text = string.Format(Strings.Result.ActualAnswer); yield return(new WaitForSeconds(TimeBeforeScoreReveal)); } if (result.Type != GameAnswerType.ActualAnswer) { yield return(new WaitForSeconds(TimeBeforeShowNextResult)); } else { yield return(new WaitForSeconds(TimeAfterActualAnswerReveal)); } Result.GetOrAddComponent <CanvasGroup>().Fade(1f, 0f, TimeFadeAfterResult); yield return(new WaitForSeconds(TimeFadeAfterResult)); if (OnFinishedShowingResult != null) { OnFinishedShowingResult(); } yield return(0); }
public override BaseTween Play() { return(cg.Fade(targetAlpha, time).SetEase(ease)); }
/// <summary> /// Adds a UIFadeAnimation to the collection using a CanvasGroup /// </summary> /// <param name="animationCollection">The animation collection to add to</param> /// <param name="canvasGroup">The CanvasGroup who's alpha will be faded</param> /// <param name="from">The start alpha value of the fade</param> /// <param name="to">The end alpha value of the fade</param> /// <param name="duration">The duration of the animation in seconds, defaults to 1f</param> /// <param name="easingFunction">The easing function that will be used to interpolate with</param> /// <returns>Returns this AnimationCollection to comply with fluent interface</returns> public static AnimationCollection Fade(this AnimationCollection animationCollection, CanvasGroup canvasGroup, float from, float to, float duration = 1f, Func <float, float> easingFunction = null) { return(animationCollection.Add(canvasGroup.Fade(from, to, duration, easingFunction))); }