FadeOut() public method

public FadeOut ( float time ) : Coroutine
time float
return Coroutine
示例#1
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    public IEnumerator HidingTitle()
    {
        f.FadeOut();
        yield return(new WaitForSeconds(f.Duration));

        darkness.SetActive(false);
    }
示例#2
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 public void ReloadScene()
 {
     fade.FadeOut();
     readytoReload = true;
     conversationTrigger.TriggerDeathConversation();
     playerControl.enabled = false;
 }
示例#3
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    public void PushButton_1()
    {
        Menu.Fish(fish, panel, cFish);

        fade.gameObject.SetActive(true);
        fade.Scene = "Menu";
        fade.FadeOut();
    }
示例#4
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    public void GameStartButton()
    {
        Fish(start);

        fade.gameObject.SetActive(true);

        fade.Scene = SceneNameList[0];
        fade.FadeOut();
    }
示例#5
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    IEnumerator BackToMenu()
    {
        _Fade.FadeIn();
        yield return(new WaitUntil(() => _Fade.isFadeCompleted));

        SceneManager.LoadScene(0);
        yield return(new WaitForSeconds(0.4f));

        _Fade.FadeOut();
    }
示例#6
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 IEnumerator LoadStartMenu()
 {
     if (fade != null)
     {
         yield return(StartCoroutine(fade.FadeOut()));
     }
     Destroy(currentLevel);
     canvas.alpha = 1;
     if (fade != null)
     {
         yield return(StartCoroutine(fade.FadeInInverted()));
     }
 }
示例#7
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    void Update()
    {
        if (isInput)
        {
            return;
        }
        if (!isFade)
        {
            Fade.FadeOut();
            isFade = true;
        }
        if (Input.GetKey(KeyCode.JoystickButton0) || Input.GetKey(KeyCode.JoystickButton1))
        {
            FindObjectOfType <AudioManager>().StopSound("Bear");
            FindObjectOfType <AudioManager>().StopSound("Penguin");
            FindObjectOfType <AudioManager>().StopSound("End");

            FindObjectOfType <AudioManager>().PlaySound("Clear", 0);

            FindObjectOfType <AudioManager>().PlaySound("Main", 0);
            FindObjectOfType <AudioManager>().PlaySound("Sea", 0);

            Fade.FadeIn("Title");
            isInput = true;
        }
    }
示例#8
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    IEnumerator NextScene()
    {
        StartCoroutine(VDOWN());
        if (SceneManager.GetActiveScene().name != "Stage4")
        {
            BoxAni.FLANI();
        }

        yield return(new WaitForSeconds(1.0f));

        Fade.FadeOut();
        yield return(new WaitForSeconds(4.0f));

        Debug.Log("재시작");
        if (SceneManager.GetActiveScene().name == "Stage4")
        {
            SceneManager.LoadScene("Ending");
        }
        else
        {
            SceneManager.LoadScene(Stage + (StageNumber + 1));
        }
        GameObject Button = GameObject.Find("SkipButton");

        Destroy(Button);
    }
示例#9
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    // Update is called once per frame
    void Update()
    {
        // 時間経過処理
        StartTime -= Time.deltaTime;
        // 一定時間経過すると処理に入る
        if (StartTime <= 17 && StartTime >= 10)
        {
            Camera_Move();
        }

        if (StartTime <= 10 && StartTime >= 5)
        {
            Camera_Remove();
        }

        if (StartTime <= 5)
        {
//            Camera_Endmove();
        }

        // 時間が0になった時
        if (StartTime < 0)
        {
            if (Input.GetButtonDown("Player1_Kettei"))
            {
                // タイトルへシーンが遷移する。
                Fade.FadeOut(0);
            }
        }
    }
示例#10
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    private bool loading = false;                       // Whether this script is already loading a scene

    // Fades out transitional image and fades in audio at the start of a scene.
    void Start()
    {
        // Fade out transitional image
        fader = gameObject.GetComponent <Fade>();
        if (fader == null)
        {
            Debug.Log("Error: Fade script component not attached to SceneManager.");
            Destroy(this);
        }
        else
        {
            fader.FadeOut();
        }

        // Fade in sound to default volume
        if (mixer == null)
        {
            Debug.Log("Error: AudioMixer group not provided to SceneLoader script.");
            Destroy(this);
        }
        else
        {
            StartCoroutine(Audio.Fade(mixer, "Master Volume", TRANSITION_DURATION, Settings.MASTER_VOLUME));
        }
    }
示例#11
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    /// <summary>
    /// 加载场景的协程
    /// </summary>
    /// <param name="sceneName"></param>
    /// <returns></returns>
    private IEnumerator ChangeScene(string sceneName)
    {
        isLodaingScene = true;
        // 如果有别的场景在,就先淡出
        if (SceneManager.sceneCount >= 2)
        {
            yield return(fade.FadeOut());
        }

        // 先释放掉其他的场景
        while (SceneManager.sceneCount >= 2)
        {
            yield return(SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(SceneManager.sceneCount - 1)));
        }

        // 然后开始加载新场景
        yield return(LoadSceneAsync(sceneName));

        //切换背景音乐BGM
        BGMChange(sceneName);

        isLodaingScene = false;
        // 加载完成后淡入
        yield return(fade.FadeIn());
    }
    public void OnEndStage()
    {
        player.autoMoveable.enabled = false;
        player.moveable.Stop();

        fade.FadeOut();
    }
示例#13
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    //戦闘にはいる
    public void EncountSign()
    {
        //暗転する
        if (fadeFlag == 0)
        {
            playerController.moveFlag = 0;
            fade.FadeIn(1);
            fadeFlag = 1;
        }

        //暗転からふっきして戦闘の画面になる→登場的なテキストを出すカメラONまで。戦闘の画面への遷移はBattleProgressでやる
        if (fadeFlag == 1 && BlackOutElapsed(blackOutTimeElapsed))
        {
            fade.FadeOut(1);
            //戦闘の画面にするために・・・
            radarCam.enabled       = false; //ミニマップ表示用のカメラをオフ
            playerCamera.enabled   = false; //プレイヤーの主観カメラをオフ
            mainGameCanvas.enabled = false; //移動用のボタンとか矢印とかを表示しているCanvasを非表示

            enemyNameCam.enabled = true;    //エンカウントのフェード演出後に「登場!」的な文字を表示

            battleCam.enabled = false;      //バトル時の画面は登場的な文字のあとにしたいのでカメラおふっとく。
            fadeFlag          = 2;
        }
    }
示例#14
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 // Use this for initialization
 void Start()
 {
     Fade.FadeOut();
     round.LoadScore();
     nextSceneFlag = false;
     timer         = 0;
 }
示例#15
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    public void FadeOut()
    {
        Debug.Log("Start fade out.");

        m_FaderObjectInstance.SetActive(true);
        Fade.FadeOut();
    }
示例#16
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    public void FadeOut(FadeType fadeType)
    {
        SetActive(UIList.Fade, true);
        Fade fade = Get <Fade>(UIList.Fade);

        fade.FadeOut(fadeType);
    }
示例#17
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    private IEnumerator Sleep(HubPlayer player)
    {
        bool result = false;

        _questionText.SetQuestionText("セーブしますか?");
        yield return(StartCoroutine(_questionText.Question(r => result = r)));

        if (result)
        {
            SaveData.instance.Save();
        }

        _questionText.gameObject.SetActive(true);

        _questionText.SetQuestionText("タイトルに戻りますか?");
        yield return(StartCoroutine(_questionText.Question(r => result = r)));

        if (result)
        {
            _fade.FadeOut(() => SceneManager.LoadScene("Title"));
        }
        else
        {
            player.ReturnRoom(Vector3.back);
        }
    }
示例#18
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 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonUp(0) || Input.GetKeyDown("space") || Input.GetKeyDown("enter") || Input.GetKeyDown("return"))
     {
         fader.FadeOut();
     }
 }
示例#19
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 public void Restart(GameObject player)
 {
     m_fade.FadeIn(0.3f, () => {
         player.gameObject.transform.position = m_startPoint.gameObject.transform.position;
         m_fade.FadeOut(0.3f);
     });
 }
示例#20
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 // Use this for initialization
 void Start()
 {
     fade.FadeIn(1f, () =>
     {
         fade.FadeOut(1);
     });
 }
示例#21
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 public void OnClick()
 {
     fade.FadeIn(1, () =>
     {
         fade.FadeOut(1);
     });
 }
示例#22
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 private void StartDeath()
 {
     deathHasStarted = true;
     audioManager.PlayDeath();
     fade.FadeOut();
     Invoke("ShowDeathPanel", delay);
 }
示例#23
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 private void HandlePauseViewOptionsClicked()
 {
     OptionsScene.Show(true, () =>
     {
         Fade.FadeOut(null, false, null);
     });
 }
示例#24
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 private void DoFadeOut()
 {
     fade.FadeOut(fadeTime, () =>
     {
         IsFadeOutCompleted = true;
     });
 }
示例#25
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 private void Start()
 {
     Fade.FadeOut(1.0f);
     currentMile_ = GameObject.Find("CurrentMile").GetComponent <Text>();
     player_      = GameObject.Find("hito");
     cal_         = player_.GetComponent <DisrtanceCalculator>();
     playerRgbd_  = player_.GetComponent <Rigidbody2D>();
 }
示例#26
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    IEnumerator ExitingScreen()
    {
        fade.FadeOut();
        yield return(new WaitUntil(() => fade.fadedOut));

        PokeDataFromJSON.dex.ClickMask.SetActive(false);
        SceneManager.UnloadSceneAsync("DexJSON");
    }
示例#27
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 void FadeMainMenu()
 {
     KeyInputController.instance.onInteractBttnPressed -= FadeMainMenu;
     menuPanelFade.onFadeDone += HideMainMenu;
     mainMenuFade.FadeOut();
     menuPanelFade.FadeOut();
     mainMenuFaded = true;
 }
示例#28
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 void OnTriggerEnter2D(Collider2D coll)
 {
     if (coll.gameObject.tag == "Player")
     {
         Debug.Log("Out");
         Black.FadeOut();
     }
 }
示例#29
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 public void GAMEOVER()
 {
     GS = GameState.End;
     _fade.FadeOut();
     result_window.gameObject.SetActive(true);
     result_Gold_Label.text  = string.Format("{0:N0}", GetMoney);
     result_Meter_Label.text = string.Format("{0:N0}", Meter);
 }
示例#30
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 void OnTriggerEnter2D(Collider2D coll)
 {
     if (coll.gameObject.tag == "Player")
     {
         TimeStop.Ending();
         Black.FadeOut();
     }
 }