/// <summary>
        /// Get animaiton components
        /// </summary>
        private void Awake()
        {
            if (ColorBlender == null)
            {
                ColorBlender = GetComponent <ColorTransition>();
            }

            if (MovePosition == null)
            {
                MovePosition = GetComponent <MoveToPosition>();
            }

            if (ScaleSize == null)
            {
                ScaleSize = GetComponent <ScaleToValue>();
            }

            // get renderer
            Renderer renderer = GetComponent <Renderer>();

            if (renderer != null)
            {
                mMaterial = renderer.material;
            }
        }
示例#2
0
    override protected void rhythmUpdate(int beat)
    {
        int sizeP = positions.Length;

        if (sizeP <= 1)
        {
            return;
        }

        int idxP = beat + offsetP;

        if (indicesP.Length > 0)
        {
            int idxA = indicesP[idxP % indicesP.Length];
            int idxB = indicesP[(idxP + 1) % indicesP.Length];
            StartCoroutine(move(positions[idxA % sizeP], positions[idxB % sizeP], secondsPerBeat));
        }
        else
        {
            StartCoroutine(move(positions[idxP % sizeP], positions[(idxP + 1) % sizeP], secondsPerBeat));
        }

        int sizeC = colorTransitions.Length;

        if (sizeC < 0)
        {
            return;
        }

        int idxC = beat + offsetC;

        if (indicesC.Length > 0)
        {
            idxC = indicesC[idxC % indicesC.Length];
        }

        if (idxC < 0)
        {
            return;
        }

        ColorTransition t = colorTransitions[idxC % sizeC];

        if (t.smooth)
        {
            StartCoroutine(changeSmooth(t.startColor, t.endColor, secondsPerBeat));
        }
        else
        {
            if (shared)
            {
                renderer.sharedMaterial.color = t.endColor;
            }
            else
            {
                renderer.material.color = t.endColor;
            }
        }
    }
    private void Awake()
    {
        blackTransition = transitionBlack.GetComponent <ColorTransition>();

        gameInput.enabled = false;

        InitScenePositions();
        //InitScenes();
    }
示例#4
0
 public ColorTransitionAnimation(MonoBehaviour obj, ColorTransition transition, float duration = 1f, bool noChildren = false, Action after = null)
 {
     this.texts       = noChildren ? new SpriteRenderer[] { obj.GetComponentInChildren <SpriteRenderer>() } : obj.GetComponentsInChildren <SpriteRenderer>();
     this.Progress    = 0f;
     this.HasFinished = false;
     this.duration    = duration;
     this.transition  = transition;
     this.obj         = obj;
     this.after       = after;
 }
        /// <summary>
        /// set the ColorBlender
        /// </summary>
        private void Awake()
        {
            if (ColorBlender == null)
            {
                ColorBlender = GetComponent <ColorTransition>();
            }

            if (ColorBlender == null)
            {
                Debug.LogError("ColorBlender is not on the gameObject: " + name);
                Destroy(this);
            }
        }
示例#6
0
        void Awake()
        {
            // get the TextMesh
            mTextMesh = GetComponent <TextMesh>();
            if (mTextMesh != null && mTextColorTheme != null)
            {
                mTextMesh.color = mTextColorTheme.GetThemeValue(Interactive.ButtonStateEnum.Default);
            }

            // get the ColorBlender if on self
            if (ColorBlender == null)
            {
                ColorBlender = GetComponent <ColorTransition>();
            }
        }
 private void timer2_Tick(object sender, EventArgs e)
 {
     if (roundOne)
     {
         panel1.BackColor = Color.Blue;
         ColorTransition.ShowSync(panel1);
         Transition.ShowSync(label2);
         timer2.Stop();
         timerPause1s.Start();
         roundOne = false;
         roundTwo = true;
     }
     else if (roundTwo)
     {
         panel1.BackColor = Color.Red;
         ColorTransition.ShowSync(panel1);
         Transition.ShowSync(label3);
         timer2.Stop();
         timerPause1s.Start();
         roundTwo   = false;
         roundThree = true;
     }
     else if (roundThree)
     {
         panel1.BackColor = Color.Gold;
         ColorTransition.ShowSync(panel1);
         Transition.ShowSync(label4);
         timer2.Stop();
         timerPause1s.Start();
         roundThree = false;
         roundFour  = true;
     }
     else if (roundFour)
     {
         panel1.BackColor = Color.Green;
         ColorTransition.ShowSync(panel1);
         Transition.ShowSync(label5);
         timer2.Stop();
         timerPause1s.Start();
         roundFour  = false;
         finalRound = true;
     }
 }
示例#8
0
    private IEnumerator StartAnimation()
    {
        var invisible       = new Color(1f, 1f, 1f, 0.5f);
        var fadeOut         = new ColorTransition(Color.white, invisible, ColorTransition.KEEP_VISIBLE_COLORS);
        var fadeIn          = new ColorTransition(invisible, Color.white, ColorTransition.KEEP_VISIBLE_COLORS);
        var blinkDuration   = 0.2f;
        var blinkAnimations = new List <PremadeAnimation>();

        for (var i = 0; i < 5; i++)
        {
            blinkAnimations.Add(new ColorTransitionAnimation(witchSprite, fadeOut, duration: blinkDuration));
            blinkAnimations.Add(new ColorTransitionAnimation(witchSprite, fadeIn, duration: blinkDuration));
        }
        var animation = new AnimationChain(witchSprite, blinkAnimations).Start();

        yield return(new WaitUntil(() => animation.HasFinished));

        this.recovering = false;
    }
示例#9
0
        void Awake()
        {
            // get the color blender
            if (ColorBlender == null)
            {
                ColorBlender = GetComponent <ColorTransition>();
            }

            // get the renderer and material
            Renderer renderer = GetComponent <Renderer>();

            if (renderer != null)
            {
                mMaterial = renderer.material;
            }

            if (mMaterial != null && mColorTheme != null)
            {
                mMaterial.color = mColorTheme.GetThemeValue(State);
            }
        }
        void Awake()
        {
            // get the color tweener
            if (ColorBlender == null)
            {
                ColorBlender = GetComponent <ColorTransition>();
            }

            // get the renderer and material
            Renderer renderer = GetComponent <Renderer>();

            if (renderer != null)
            {
                mMaterial = renderer.material;
            }

            if (mMaterial != null && mColorTheme != null)
            {
                mMaterial.color = mColorTheme.GetThemeValue(Interactive.ButtonStateEnum.Default);
            }
        }
 private void timerPause1s_Tick(object sender, EventArgs e)
 {
     if (roundOne)
     {
         Transition.HideSync(label1);
         ColorTransition.HideSync(panel1);
         timer2.Start();
         timerPause1s.Stop();
     }
     else if (roundTwo)
     {
         Transition.HideSync(label2);
         ColorTransition.HideSync(panel1);
         timer2.Start();
         timerPause1s.Stop();
     }
     else if (roundThree)
     {
         Transition.HideSync(label3);
         ColorTransition.HideSync(panel1);
         timer2.Start();
         timerPause1s.Stop();
     }
     else if (roundFour)
     {
         Transition.HideSync(label4);
         ColorTransition.HideSync(panel1);
         timer2.Start();
         timerPause1s.Stop();
     }
     else if (finalRound)
     {
         timerPause1s.Stop();
         this.Close();
     }
 }
示例#12
0
 void OnMouseUp()
 {
     colorTransition          = ColorTransition.DoTransition(gameObject, new GradientColorKey[] { new GradientColorKey(Color.blue, 0), new GradientColorKey(Color.black, 0.5f), new GradientColorKey(Color.green, 1) });
     colorTransition.Duration = 1;
     colorTransition.LoopMode = TransitionLoopModes.PlayOnce;
 }
示例#13
0
 void OnMouseExit()
 {
     colorTransition          = ColorTransition.DoTransition(gameObject, new GradientColorKey[] { new GradientColorKey(Color.white, 0), new GradientColorKey(Color.yellow, 1) });
     colorTransition.Duration = 0.5f;
     colorTransition.LoopMode = TransitionLoopModes.PlayOnce;
 }
示例#14
0
 // Use this for initialization
 void Start()
 {
     _colorTransition = GetComponent <ColorTransition>();
     _cutOff          = GetComponent <ImageCutOff>();
 }
示例#15
0
文件: G.cs 项目: HarbingTarbl/GGJ2013
        protected override void LoadContent()
        {
            Content.RootDirectory = "Content";

            Graphics.PreferredBackBufferWidth = SCREEN_WIDTH;
            Graphics.PreferredBackBufferHeight = SCREEN_HEIGHT;
            Graphics.IsFullScreen = false;
            Graphics.ApplyChanges();

            IsMouseVisible = true;
            Debug = new CollisionRenderer (GraphicsDevice);
            StateManager = new StateManager();
            SpriteBatch = new SpriteBatch (GraphicsDevice);
            C = Content;
            BloomRenderer = new BloomComponent(this);
            BloomRenderer.LoadContent();
            InventoryManager = new InventoryManager();

            DialogFont = C.Load<SpriteFont> ("fonts/debug");
            HoverFont = C.Load<SpriteFont> ("fonts/debug");

            DialogManager = new DialogManager
            {
                MessageBounds = new Rectangle(15, 15 + (int)InventoryManager.Bounds.Bottom, SCREEN_WIDTH, 300),
                Font = DialogFont,
            };

            Player = new Player();

            StateManager.Add (new TentState());
            StateManager.Add (new CampState());
            StateManager.Add (new ForestState());
            StateManager.Set ("Tent");

            Activated += (s, a) => Active = true;
            Deactivated += (s, a) => Active = false;

            FadeIn = new ColorTransition (Graphics.GraphicsDevice, SCREEN_WIDTH, SCREEN_HEIGHT, 0.45f, Color.Black, Color.Transparent);
            FadeOut = new ColorTransition (Graphics.GraphicsDevice, SCREEN_WIDTH, SCREEN_HEIGHT, 0.45f, Color.Transparent, Color.Black);
        }
示例#16
0
    public static ColorTransitionAnimation buildFadeIn(MonoBehaviour obj, float duration = 1f, bool noChildren = false, Action after = null)
    {
        var fadeOutTransition = new ColorTransition(new Color(1f, 1f, 1f, 0f), Color.white, BlinkAnimation.KEEP_VISIBLE_COLORS);

        return(new ColorTransitionAnimation(obj, fadeOutTransition, duration, noChildren, after));
    }