/*************************************************************** * Subscene's controller * **************************************************************/ private void Start() { m_ControlPanel.Initialize( "Room5ControlPanel", KeyCode.F, 5.0f,//Camera.main "^w按住^yF^w开始核心冷却程序", "^w正在启动冷却程序..."); FadeInOutUtil.SetFadingState(5.0f, GetCameraUtil.GetCurrentCamera(), Color.black, FadeInOutUtil.FADING_STATE.FADING_IN); }
public void RecvResult(ProtocolBase protocol) { //解析协议 int start = 0; ProtocolBytes proto = (ProtocolBytes)protocol; string protoName = proto.GetString(start, ref start); int isWin = proto.GetInt(start, ref start); //弹出胜负面板 Cursor.lockState = CursorLockMode.None; Cursor.visible = true; //取消监听 NetMgr.srvConn.msgDist.DelListener("Result", RecvResult); if (isWin == 0)//失败 { Debug.Log("Room1 Fail"); OperationTrident.EventSystem.Messenger.Broadcast(OperationTrident.Room1.DieHandler.PLAYER_DIE); } else//胜利 { //淡出 float fadeOutDuration = 3.0f; FadeInOutUtil.SetFadingState(fadeOutDuration, m_FadeOutGuiCamera, Color.black, FadeInOutUtil.FADING_STATE.FADING_OUT); StartCoroutine(FadeOutCoroutine(fadeOutDuration));//等多一下确定淡出完成? } }
// Use this for initialization void Start() { m_CamState = CameraState.ROAMING; m_SpaceRubbishInitialPos = m_SpaceRubbish.transform.position; m_LookingAtKunCamShakingAmp = 0.0f; m_ExplosionLensFlare.brightness = 0.0f; //启动淡入 FadeInOutUtil.SetFadingState(5.0f, m_CamFree, Color.black, FadeInOutUtil.FADING_STATE.FADING_IN); }
void Start() { subSceneController.addSubscene("enterRoom2", "room2_enter"); subSceneController.addSubscene("room2_powerroom", "room2_power"); subSceneController.addSubscene("room2_battle", "room2_battle"); subSceneController.setInitialSubScene("enterRoom2"); subSceneController.enabled = true; FadeInOutUtil.SetFadingState(1.0f, Camera.current, Color.black, FadeInOutUtil.FADING_STATE.FADING_IN); }
private void OnTriggerEnter(Collider other) { if (other.tag == "Player") { //SceneManager.LoadScene(nextScene, LoadSceneMode.Single); //淡出 float fadeOutDuration = 3.0f; FadeInOutUtil.SetFadingState(fadeOutDuration, m_FadeOutGuiCamera, Color.black, FadeInOutUtil.FADING_STATE.FADING_OUT); StartCoroutine(FadeOutCoroutine(fadeOutDuration));//等多一下确定淡出完成? } }
// Use this for initialization void Start() { // 场景状态初始 state = Room1State.Initing; gameObjects = new GameObject[gameObjectCount]; elevator.playOnAwake = false; //camera = GameObject.FindWithTag("MainCamera").GetComponent<Camera>(); //enemysList = new List<GameObject>(); FadeInOutUtil.SetFadingState(5.0f, Util.GetCamera(), Color.black, FadeInOutUtil.FADING_STATE.FADING_IN); }
// Use this for initialization void Start() { FadeInOutUtil.SetFadingState(duration, OperationTrident.Room1.Util.GetCamera(), Color.black, fadeIn ? FadeInOutUtil.FADING_STATE.FADING_IN : FadeInOutUtil.FADING_STATE.FADING_OUT); }
// Use this for initialization void Start() { FadeInOutUtil.SetFadingState(duration, Camera.current, Color.black, fadeIn?FadeInOutUtil.FADING_STATE.FADING_IN: FadeInOutUtil.FADING_STATE.FADING_OUT); }