示例#1
0
    void Update()
    {
        if (Input.GetButtonDown("Vertical"))
        {
            if (Input.GetAxisRaw("Vertical") > 0)
            {
                if (select > SelectState.Start)
                {
                    select--;
                }
                Debug.Log(select);
                AudioManager.AudioPlay(MenuMove);
            }
            else if (Input.GetAxisRaw("Vertical") < 0)
            {
                if (select < SelectState.Quit)
                {
                    select++;
                }
                Debug.Log(select);
                AudioManager.AudioPlay(MenuMove);
            }
        }

        if (Input.GetButtonDown("Submit"))
        {
            AudioManager.AudioPlay(MenuSelect);
            if (select == SelectState.Start)
            {
                fadeController.FadeOut(0.5f, () => { SceneManager.LoadScene("MainScene"); });
            }
            else if (select == SelectState.Quit)
            {
                fadeController.FadeOut(0.5f,
                                       () =>
                {
                    #if UNITY_EDITOR
                    UnityEditor.EditorApplication.isPlaying = false;
                    #elif UNITY_WEBPLAYER
                    Application.OpenURL("http://google.com");
                    #else
                    Application.Quit();
                    #endif
                });
            }
        }

        switch (select)
        {
        case SelectState.Start:
            titleStartMenu.GetComponent <SpriteRenderer>().sprite = startSelected;
            titleQuitMenu.GetComponent <SpriteRenderer>().sprite  = quit;
            break;

        case SelectState.Quit:
            titleStartMenu.GetComponent <SpriteRenderer>().sprite = start;
            titleQuitMenu.GetComponent <SpriteRenderer>().sprite  = quitSelected;
            break;
        }
    }
    IEnumerator Fanfare_()
    {
        _musicPlayer.FadeIn(3f);
        yield return(new WaitForSeconds(4));

        _musicPlayer.PlayCredits();

        var playerHUD      = GameObject.Find("UI/Player");
        var progressionHUD = GameObject.Find("UI/ProgressionBar");

        yield return(StartCoroutine(_uiController.ShowFanfare()));

        IEnumerable <FadeController> faders = new List <FadeController> ();

        faders = faders.Concat(playerHUD.GetComponents <FadeController> ());
        faders = faders.Concat(progressionHUD.GetComponents <FadeController> ());
        faders = faders.Concat(playerHUD.GetComponentsInChildren <FadeController> ());
        faders = faders.Concat(progressionHUD.GetComponentsInChildren <FadeController> ());
        faders.ToList().ForEach(_ => StartCoroutine(_.FadeIn(1f, true)));

        yield return(StartCoroutine(_blackScreenFadeController.FadeOut(1f, 0.5f, true)));

        yield return(new WaitForSeconds(1f));

        yield return(StartCoroutine(_uiController.ShowCredits()));

        yield return(new WaitForSeconds(2f));

        yield return(StartCoroutine(_blackScreenFadeController.FadeOut(2f)));

        GameObject.Find("LevelManager").GetComponent <Level> ().LoadStartMenu();
    }
示例#3
0
    private void Update()
    {
        if (!oneCall)
        {
            return;
        }
        minDistance = Vector3.Distance(transform.position, spawnSystem.GetChild(0).position);
        for (int i = 0; i < spawnSystem.childCount; i++)
        {
            if (i == 0)
            {
                minDistance = Vector3.Distance(transform.position, spawnSystem.GetChild(i).position);
            }
            if (Vector3.Distance(transform.position, spawnSystem.GetChild(i).position) < minDistance)
            {
                minDistance = Vector3.Distance(transform.position, spawnSystem.GetChild(i).position);
                spawn       = i;
            }
        }
        if (minDistance > 10f)
        {
            StartCoroutine(fade.FadeOut());
            if (spawn > 0)
            {
                StartCoroutine(Respawn(spawn - 1, true));
            }
            else
            {
                StartCoroutine(Respawn(0, true));
            }
            oneCall = false;
        }
        if (manual)
        {
            if (t < waitTime && bicycle.vertical > 0 && bicycle.bicycleSpeed < 1f && oneCall && SceneController.isPlay)
            {
                t += Time.deltaTime;
                if (t >= waitTime)
                {
                    t       = 0;
                    oneCall = false;
                    StartCoroutine(Respawn(spawn, true));
                }
            }
            else
            {
                t = 0;
            }
        }
        float dis = Vector3.Distance(transform.position, finish.position);

        if (dis < distanceFinish && SceneController.isPlay)
        {
            SceneController.CanvasEnd();
            SceneController.isPlay = false;
            StopAllCoroutines();
            Invoke("Restart", 2f);
        }
    }
示例#4
0
    public IEnumerator StartGame()
    {
        canvas.enabled = false;
        yield return(fadeController.FadeOut(Color.black, fadeDuration));

        SwitchToPlayer();
        yield return(fadeController.FadeIn(fadeDuration));
    }
示例#5
0
    void ToggleMenu(GameObject _menuObj)
    {
        //Toggle off all the menues
        if (PausePanel.activeSelf)
        {
            PausePanel.SetActive(false);
        }
        if (VictoryPanel.activeSelf)
        {
            VictoryPanel.SetActive(false);
        }
        if (DefeatPanel.activeSelf)
        {
            DefeatPanel.SetActive(false);
        }
        if (TutorialPanel.activeSelf)
        {
            TutorialPanel.SetActive(false);
        }

        //Toggle on only the desired one
        if (_menuObj)
        {
            _menuObj.SetActive(true);
        }

        fadeCtrl.FadeOut();
    }
示例#6
0
 private void Update()
 {
     if (Input.anyKeyDown && m_fadeController.IsFinish)
     {
         m_fadeController.FadeOut(1.0f, Color.black, GotoScene);
     }
 }
示例#7
0
    private IEnumerator Quit()
    {
        FadeController.FadeOut(2f);
        yield return(new WaitForSeconds(2f));

        Application.Quit(0);
    }
示例#8
0
 IEnumerator Activate()
 {
     m_fader.FadeOut(3.0f, () => {
         Debug.Log("Fade out");
     });
     yield return(null);
 }
示例#9
0
    void ToggleMenu(GameObject _menuObj)
    {
        //Toggle off all the menues
        if (MainMenuPanel.activeSelf)
        {
            MainMenuPanel.SetActive(false);
        }
        if (LevelSelectionPanel.activeSelf)
        {
            LevelSelectionPanel.SetActive(false);
        }
        if (CreditsPanel.activeSelf)
        {
            CreditsPanel.SetActive(false);
        }
        if (IntroPanel.activeSelf)
        {
            IntroPanel.SetActive(false);
        }
        if (TutorialPanel.activeSelf)
        {
            TutorialPanel.SetActive(false);
        }

        //Toggle on only the desired one
        _menuObj.SetActive(true);

        fadeCtrl.FadeOut();
    }
示例#10
0
 IEnumerator loadLevel()
 {
     fadeController.FadeOut();
     while (!fadeController.isDone)
     {
         yield return(null);
     }
     sceneFinished = false;
     if (SceneManager.GetActiveScene().name == "town.scene")
     {
         SceneManager.LoadScene("temple.scene");
     }
     else if (SceneManager.GetActiveScene().name == "temple.scene")
     {
         SceneManager.LoadScene("house_monk-tinker-chat");
     }
     else if (SceneManager.GetActiveScene().name == "house_monk-tinker-chat")
     {
         SceneManager.LoadScene("town2.scene");
     }
     else if (SceneManager.GetActiveScene().name == "town2.scene")
     {
         SceneManager.LoadScene("performance.scene");
     }
     else if (SceneManager.GetActiveScene().name == "town3.scene")
     {
         SceneManager.LoadScene("temple2.scene");
     }
     else if (SceneManager.GetActiveScene().name == "temple2.scene")
     {
         SceneManager.LoadScene("Credits.scene");
     }
 }
        private IEnumerator HandleGameOverState()
        {
            if (gameOver)
            {
                yield break;
            }
            gameOver = true;

            yield return(fadeController.FadeIn(5f));

            obstacleManager.StopSpawning();

            player.SetActive(false);
            hand.SetActive(false);

            yield return(new WaitForSeconds(1));

            player.SetActive(true);
            hand.SetActive(true);

            yield return(fadeController.FadeOut(50f));

            obstacleManager.StartSpawning();

            gameOver = false;
        }
示例#12
0
    IEnumerator ChangeDoor()
    {
        AudioSource.PlayOneShot(DoorSfx);
        yield return(StartCoroutine(_fadeController.FadeOut(0.35f)));

        _gameController.EnterDoor(_index);
    }
示例#13
0
    public IEnumerator ScreenFade(float fadeOutTime, float fadeInTime, Color screenColor)
    {
        yield return(fadeController.FadeOut(screenColor, fadeOutTime));

        yield return(new WaitForSeconds(0.5f));

        yield return(fadeController.FadeIn(fadeInTime));
    }
 private void Update()
 {
     if (Input.anyKeyDown && m_fadeController.IsFinish && !m_isFade)
     {
         m_isFade = true;
         m_fadeController.FadeOut(1.0f, Color.black, ShowText);
     }
 }
    private IEnumerator DoTransition(SceneTransitionZone sceneTransition)
    {
        zoomSound.Play();
        yield return(fadeController.FadeOut(Color.black, fadeDuration));

        gameObject.transform.position = sceneTransition.target.spawnPoint;
        yield return(fadeController.FadeIn(fadeDuration));
    }
示例#16
0
    IEnumerator Activate()
    {
        fader.FadeIn(3f);
        yield return(new WaitForSeconds(3f));

        fader.FadeOut(2f, () => {
            UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("1_StartScene");
        });
    }
示例#17
0
    IEnumerator LoadSceneCR(int sceneIndex, float fadeOutTime, float fadeInTime)
    {
        FadeController.FadeOut(fadeOutTime);
        yield return(new WaitForSeconds(fadeOutTime));

        SceneManager.LoadScene(sceneIndex);
        FadeController.FadeIn(fadeInTime);
        instance.changingScenes = false;
    }
示例#18
0
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.tag == "door")
     {
         doorClose.Play();
         fadeController.FadeOut();
         StartCoroutine(loadLevel());
     }
 }
示例#19
0
    IEnumerator SpawnEnermies()
    {
        Time.timeScale = 5f;
        GameObject minion = null;

        for (int i = 0; i < enermyNum; i++)
        {
            switch (Random.Range(0, 3))
            {
            case 0:
                minion = smallMinionPool.GetPooledObject();
                break;

            case 1:
                minion = mediumMinionPool.GetPooledObject();
                break;

            case 2:
                minion = largeMinionPool.GetPooledObject();
                break;
            }

            minion.SetActive(true);
            minion.GetComponent <MinionManager>().ResetMinion();

            yield return(new WaitForSeconds(.8f));
        }

        if (GameSceneController.instance.currentLevel / 1 > 0)
        {
            GameSceneController.instance.hostageObject.SetActive(true);

            GameObject hostage1;

            int hostageNum = Mathf.FloorToInt(GameSceneController.instance.currentLevel / 1);

            for (int i = 0; i < hostageNum; i++)
            {
                hostage1 = hostageMinionPool.GetPooledObject();
                hostage1.SetActive(true);
                hostage1.GetComponent <PickUp>().StartMoving();

                yield return(new WaitForSeconds(.8f));
            }
        }

        Time.timeScale = 1f;

        GameObject pickUp = pickUpPools[Random.Range(0, pickUpPools.Count)].GetPooledObject();

        pickUp.SetActive(true);
        pickUp.GetComponent <PickUp>().StartMoving();

        yield return(FadeController.FadeOut(GameSceneController.instance.ufo.GetComponent <SpriteRenderer>()));

        GameSceneController.instance.isPlayable = true;
    }
    public void OnAdsCompleted()
    {
        StartCoroutine(FadeController.FadeOut(adsObject));
        GameSceneController.instance.isPlayable = true;
        GameSceneController.instance.CrackPlanet(false);
        SoundManager.instance.PlayBGM(bgm);

        SceneManager.UnloadSceneAsync(5);
    }
示例#21
0
    // Start is called before the first frame update
    void Start()
    {
        sentences      = new Queue <string>();
        audioData      = GetComponent <AudioSource>();
        fadeController = GetComponent <FadeController>();

        //We start the game with everything fade In;
        fadeController.FadeIn(0);
        scene = SceneManager.GetActiveScene();
        if (scene.name == "Beginning_Scene")
        {
            narrator = GameObject.Find("NarratorDialogue").GetComponent <DialogueTrigger>();
            player   = GameObject.Find("PlayerDialogue").GetComponent <DialogueTrigger>();
            narrator.TriggerDialogue();
        }
        else if (scene.name == "Bus_Scene")
        {
            audioData.loop = true;
            audioData.PlayOneShot(roadSong, 1f);
            fadeController.FadeOut(2);
            player = GameObject.Find("PlayerDialogue").GetComponent <DialogueTrigger>();
            player.TriggerDialogue();
        }
        else if (scene.name == "House_Overview")
        {
            audioData.loop = true;
            audioData.PlayOneShot(roadSong, 1f);
            fadeController.FadeOut(2);
            player = GameObject.Find("PlayerDialogue").GetComponent <DialogueTrigger>();
            player.TriggerDialogue();
        }
        else if (scene.name == "End_Scene")
        {
            title.enabled   = false;
            authors.enabled = false;
            audioData.loop  = true;
            audioData.PlayOneShot(endSong, 1f);
            fadeController.FadeOut(2);
            player = GameObject.Find("PlayerDialogue").GetComponent <DialogueTrigger>();
            player.TriggerDialogue();
        }
    }
示例#22
0
 void Update()
 {
     if (Input.GetButtonUp("Submit") && !fadeController.isDone)
     {
         fadeController.FadeOut();
     }
     if (fadeController.isDone)
     {
         SceneManager.LoadScene("house.scene");
     }
 }
 private void Update()
 {
     if (Input.anyKeyDown) {
         m_isIn = !m_isIn;
         if (m_isIn) {
             m_fadeController.FadeIn(m_fadeInTime, m_fadeInColor);
         } else {
             m_fadeController.FadeOut(m_fadeOutTime, m_fadeOutColor);
         }
     }
 }
示例#24
0
文件: Spawner.cs 项目: Yeis/Scratchy
    void Start()
    {
        screenBounds   = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, Camera.main.transform.position.z));
        audioData      = GetComponent <AudioSource>();
        fadeController = GetComponent <FadeController>();
        //ensure game start with fade black
        fadeController.FadeIn(0);

        fadeController.FadeOut(2);
        StartCoroutine(ItchSpawner());
    }
示例#25
0
    public void OnAdsCompleted()
    {
        StartCoroutine(FadeController.FadeOut(adsObject));
        particle.SetActive(true);

        coinText.gameObject.SetActive(true);
        coinText.text = string.Format(LocalizedString.GetString("earned"), adsCoin);
        StartCoroutine(PlayCoinSound());

        GameManager.instance.playerData.playerCoin += adsCoin;
        playerCoin.text = GameManager.instance.playerData.playerCoin.ToString();
    }
示例#26
0
    private IEnumerator LoadLevel(int levelId, bool resetHp = false)
    {
        yield return(StartCoroutine(_fadeController.FadeIn()));

        SceneManager.LoadScene(levelId, LoadSceneMode.Single);
        foreach (GameObject g in _playerObjects)
        {
            g.SetActive(true);
        }
        if (resetHp)
        {
            _scriptablePlayer._lifes = 3;
        }
        yield return(StartCoroutine(_fadeController.FadeOut()));
    }
    IEnumerator WaitFadeOut()
    {
        yield return(new WaitForSeconds(timeToFadeOut));

        if (isLastScene == true)
        {
            mainCam.backgroundColor = bgColorCam;
            cena.SetActive(false);
            title.SetActive(true);
            StartCoroutine("WaitFadeIn");
        }
        else
        {
            mainCam.backgroundColor = Color.black;
            spriteRenderer.sprite   = cenas[idDialogo];
        }
        _FadeController.FadeOut();
    }
    void Start()
    {
        Screen.sleepTimeout = SleepTimeout.NeverSleep;
        DontDestroyOnLoad(this);

        fadeScreen.gameObject.SetActive(true);
        fadeScreen.FadeOut(0.4f);

        inGameUI.alpha        = 0;
        inGameUI.interactable = false;
        loadingGroup          = loadingImage.GetComponent <CanvasGroup>();
        swapGroup             = swapImage.GetComponent <CanvasGroup>();
        sceneButtons[0].onClick.AddListener(() => { StopAllCoroutines(); StartCoroutine(ShowScene("ComplexScene")); });
        sceneButtons[1].onClick.AddListener(() => { StopAllCoroutines(); StartCoroutine(ShowScene("Hand2DSkeleton")); });
        sceneButtons[2].onClick.AddListener(() => { StopAllCoroutines(); StartCoroutine(ShowScene("Face2Dfacemark")); });
        sceneButtons[3].onClick.AddListener(() => { StopAllCoroutines(); StartCoroutine(ShowScene("Face3DSticker")); });
        sceneButtons[4].onClick.AddListener(() => { StopAllCoroutines(); StartCoroutine(ShowScene("Face3DMask")); });
        backButton.onClick.AddListener(() => { StopAllCoroutines(); StartCoroutine(ReturnScene()); });
        swapButton.onClick.AddListener(() => { StopAllCoroutines(); StartCoroutine(ShowSwapCover()); });
    }
示例#29
0
    private void Update()
    {
        /*フェードインが終わるまで入力を受け付けない*/
        m_timer += Time.deltaTime;
        if (m_timer >= m_waitTimeToFadeIn)
        {
            m_canGetInput = true;
        }

        if (Input.GetButtonDown("Fire1") && m_canGetInput)
        {
            Debug.Log("TitleSceneManager:右クリック");
            if (m_audio)
            {
                AudioSource.PlayClipAtPoint(m_audio, Camera.main.transform.position);
            }
            m_clickToStart.Play("IsClicked");
            m_ac.FadeOut(m_timeToAudioFadeOut);
            m_fc.FadeOut(m_waitTimeToFadeOut);
            StartCoroutine(LoadScene());
        }
    }
    /// <summary>
    /// Moeve al jugador a la nueva area, activa el fadeOute y desactiva el area original
    /// </summary>
    /// <returns></returns>
    IEnumerator GoInDoor()
    {
        bool destinationIsWarm = currentRoomDetector.destinationIsWarm;

        changeColdStatus(destinationIsWarm);

        fadeController.FadeOut();


        yield return(new WaitForSeconds(1f));

        pm.transform.position = currentRoomDetector.destinationDoor.transform.position;
        Camera.main.gameObject.transform.position = new Vector3(currentRoomDetector.destinationDoor.transform.position.x, currentRoomDetector.destinationDoor.transform.position.y, -10f);


        currentRoomDetector.HideScenes();

        yield return(new WaitForSeconds(1f));

        fadeController.FadeIn();
        pm.canMove = true;
    }