FadeIn() public method

public FadeIn ( ) : void
return void
示例#1
0
        // Start is called before the first frame update
        private void Start()
        {
            FadeManager.FadeIn(1.0f);
            common_data.dificulity = dificulity;
            common_data.phase      = phase;

            appealText = GetComponent <ApealText>();
            if (common_data.is_stage_select)
            {
                appealText.DOAppeal(0);
                appealText.ChangeText("フェーズ" + phase.ToString(), 1);
                appealText.DOAppeal(1);
            }

            factory = new Dictionary <string, BaseState>();

            // シーンを登録
            RegisterState();

            // csvファイルからステージのデータを持ってくる
            if (common_data.is_stage_select)
            {
                common_data.stage_datas.Add(new Dificulity(5, 1.0f, 1, 2));
            }
            else
            {
                LoadStageData();
            }

            // sceneが何故かずっとnullなのでしょうがなく
            state = factory["Start"];
            state.Init(common_data);
            text.text = "Start";
        }
示例#2
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 private void Start()
 {
     Canvas         = PopupRuleCanvas.GetComponent <Canvas>();
     Canvas.enabled = false;
     fade           = SceneManage.GetComponent <FadeManager>();
     FadeManager.FadeIn();
 }
 // Use this for initialization
 void Start()
 {
     fmana = GameObject.Find("Canvas").GetComponent <FadeManager>();
     fmana.FadeIn();
     select = GameObject.Find("Select_Player").GetComponent <Select_Player_Result>();
     timer  = 0.0f;
 }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Alpha0))
        {
            MusicManager.Play(BgmCode.CupBattle);
        }

        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            MusicManager.Play(BgmCode.CupTitle);
        }

        if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            MusicManager.Play(BgmCode.CupClear);
        }

        if (Input.GetKeyDown(KeyCode.Alpha3))
        {
            MusicManager.Play(BgmCode.CupResult);
        }

        if (Input.GetKeyDown(KeyCode.I))
        {
            MusicManager.FadeIn(2);
            FadeManager.FadeIn(2);
        }

        if (Input.GetKeyDown(KeyCode.O))
        {
            MusicManager.FadeOut(2);
            //FadeManager.FadeOut(2);
        }
    }
 // Start is called before the first frame update
 void Start()
 {
     FadeManager.FadeIn(0.5f);
     SetInstances();
     masterData.LoadJsonFile();
     SetNewTitle();
 }
示例#6
0
 // Start is called before the first frame update
 void Start()
 {
     global      = Global.GetInstance();
     fadeManager = GetComponent <FadeManager>();
     fadeManager.FadeInComplete += EnableInput;
     fadeManager.FadeIn();
     gameEnd = GameObject.Find("GameEnding").gameObject;
     gameEnd.SetActive(false);
     for (int i = 1; i < 5; i++)
     {
         map[i - 1]        = GameObject.Find("Map_0" + i);
         enemyGroup[i - 1] = map[i - 1].transform.GetChild(3).gameObject;
         if (i - 1 != 0)
         {
             map[i - 1].SetActive(false);
             enemyGroup[i - 1].SetActive(false);
         }
     }
     mainCamera = Camera.main.gameObject;
     subCamera  = GameObject.Find("SubCamera").gameObject;
     subCamera.SetActive(false);
     timeline = GameObject.Find("TimeLine").gameObject;
     bomb     = Resources.Load <GameObject>("Prefab/nuclearBomb");
     timeline.SetActive(false);
 }
示例#7
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    public void OnEnter()
    {
        // ORTCPMultiServer.Instance.DisconnectAllClients();
        FadeManager.FadeIn(UiPanel, 0.5f);
//        if (GameManager.Instance.Is_Automation_Test_Build)
//            StartCoroutine(iAutomatedTest());
    }
示例#8
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    IEnumerator LoadWaitCoroutine()
    {
        yield return(new WaitForSeconds(1.0f));

        thePlayer = FindObjectOfType <Player_Movement>();
        bounds    = FindObjectsOfType <Bound>();
        theCamera = FindObjectOfType <Main_Camera>();
        theFade   = FindObjectOfType <FadeManager>();
        theMenu   = FindObjectOfType <Menu>();
        cam       = FindObjectOfType <Camera>();

        Color color = thePlayer.GetComponent <SpriteRenderer>().color;

        color.a = 1f;
        thePlayer.GetComponent <SpriteRenderer>().color = color;

        theCamera.target = GameObject.Find("Player_Swordman");
        theMenu.GetComponent <Canvas>().worldCamera = cam;

        for (int i = 0; i < bounds.Length; i++)
        {
            if (bounds[i].boundName == thePlayer.currentMapName)
            {
                bounds[i].SetBound();
                break;
            }
        }

        theFade.FadeIn();
    }
示例#9
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    IEnumerator LoadWaitCoroutine()
    {
        yield return(new WaitForSeconds(0.5f));

        thePlayer = FindObjectOfType <PlayerManager>();
        bounds    = FindObjectsOfType <Bound>();
        theCamera = FindObjectOfType <CameraManager>();
        theFade   = FindObjectOfType <FadeManager>();
        theMenu   = FindObjectOfType <Menu>();
        theDM     = FindObjectOfType <DialogueManager>();
        cam       = FindObjectOfType <Camera>();

        Color color = thePlayer.GetComponent <SpriteRenderer>().color;

        color.a = 1f;
        thePlayer.GetComponent <SpriteRenderer>().color = color;

        theCamera.target = GameObject.Find("Player");
        theMenu.GetComponent <Canvas>().worldCamera = cam; // 씬 이동이 이루어져도 카메라 잃어버리지 않기 위해.
        theDM.GetComponent <Canvas>().worldCamera   = cam;

        for (int i = 0; i < bounds.Length; i++)
        {
            if (bounds[i].boundName == thePlayer.currentMapName)
            {
                bounds[i].SetBound();
                break;
            }
        }

        hpbar.SetActive(true);
        mpbar.SetActive(true);

        theFade.FadeIn();
    }
示例#10
0
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Q))
     {
         FadeManager.FadeIn(this, () => {
             Debug.Log("Done fading in");
         });
     }
     if (Input.GetKeyDown(KeyCode.Z))
     {
         FadeManager.FadeOut(this, () => {
             Debug.Log("Done fading out");
         }, 0.1f);
     }
     if (Input.GetKeyDown(KeyCode.E))
     {
         var p         = ParticleManager.GetParticle("BloodExplosion");
         var pInstance = Instantiate(p);
         pInstance.transform.position = this.transform.position;
         _(5, () => { Destroy(pInstance); });
     }
     if (Input.GetKeyDown(KeyCode.R))
     {
         SoundManager.Play(this, "bic", this.transform.position);
     }
     if (Input.GetKeyDown(KeyCode.F))
     {
     }
     if (Input.GetKeyDown(KeyCode.G))
     {
     }
     if (Input.GetKeyDown(KeyCode.C))
     {
     }
 }
示例#11
0
    //----------------------------------------------------------
    // オープニングアニメーションの処理
    //
    private IEnumerator OpeningLoop()
    {
        // フェードイン
        fm.FadeIn();

        // フェードインが終わるまで待つ
        yield return(new WaitForSeconds(fm.fadeInTime));

        // 日電ロゴを指定秒表示
        yield return(new WaitForSeconds(jeclogoVisibleTime));

        // ツクモロゴと入れ替え
        while (true)
        {
            jecLogo.color    = new Color(jecLogo.color.r, jecLogo.color.g, jecLogo.color.b, (jecLogo.color.a - (0.5f * Time.deltaTime)));
            tukumoLogo.color = new Color(jecLogo.color.r, jecLogo.color.g, jecLogo.color.b, (tukumoLogo.color.a + (0.5f * Time.deltaTime)));

            // 入れ替えが終わればループを抜ける
            if (tukumoLogo.color.a >= 1.0f)
            {
                break;
            }
            else
            {
                yield return(0);
            }
        }

        // ツクモロゴを指定秒表示
        yield return(new WaitForSeconds(jeclogoVisibleTime));

        // フェードアウト
        fm.FadeOut();
    }
示例#12
0
 // Use this for initialization
 void Start()
 {
     //フェードマネージャーを取得
     fmana = GameObject.Find("Canvas").GetComponent <FadeManager>();
     //フェードイン開始
     fmana.FadeIn();
 }
    IEnumerator ChangeCamPos(int i, Collider other)
    {
        snapshots[i].TransitionTo(1.0f);
        fm.FadeOut();
        yield return(new WaitForSeconds(0.5f));

        if (i == 0)
        {
            if (!other.transform.GetChild(0).gameObject.activeSelf)
            {
                other.transform.GetChild(0).gameObject.SetActive(true);
                try
                {
                    other.transform.GetChild(1).gameObject.SetActive(true);
                }
                catch
                {
                }
            }
        }
        else if (i == 1)
        {
            other.transform.GetChild(0).gameObject.SetActive(false);
            other.transform.GetChild(1).gameObject.SetActive(false);
        }

        else if (i == 2)
        {
            other.transform.GetChild(0).gameObject.SetActive(false);
        }
        cam.transform.position = cameraPos[i].transform.position;
        fm.FadeIn();
    }
示例#14
0
    // Start is called before the first frame update
    void Start()
    {
        FadeManager.FadeIn();
        InHouse      = false;
        Warn.enabled = false;
        KeyGetted    = false;
        //変数の初期化
        Key = false;
        //イベント1確認bool
        MissionComprete = false;
        //イベント2確認bool
        KeyGetted = false;
        //イベント2テキスト非表示
        Event2Text.gameObject.SetActive(false);

        Mission1inti();
        Mission2inti();
        //カメラのコンポーネントを取得
        camScript = freelookCam.GetComponent <Axis>();

        StringTime = StopWatch.GetComponent <CountUp>();
        //debugのCanvasを取得
        DebugLog = DebugCanvas.GetComponent <Canvas>();

        if (isDebugMode == true)
        {
            DebugLog.enabled = true;
        }
        else
        {
            DebugLog.enabled = false;
        }

        audiosource.Play();
    }
示例#15
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    // Start is called before the first frame update
    void Start()
    {
        FadeManager.FadeIn(2f);

        SetInstances();
        SetScoreText();
    }
示例#16
0
    IEnumerator CoNextStage()
    {
        fadeManager.FadeOut();

        nowField.SetActive(false);
        player.SetActive(false);    // 조이스틱 이동과 중복 되서 위치 이동 이상하게 됌 그래서 추가
        player.GetComponent <PlayerTargeting>().monsterList = null;

        yield return(new WaitForSeconds(0.5f));      // 시각적으로 보이는 것 때문에 일부로 딜레이

        nowField = startPosList[currentStage - 1].parent.gameObject;
        player.transform.position = startPosList[currentStage - 1].position;

        nowField.SetActive(true);
        isBattle = false;

        // 포탈 Obj 초기화
        portal = nowField.transform.Find("Portal").gameObject;
        portal.transform.GetChild(0).GetComponent <Animator>().SetBool("Clear", false);
        portal.SetActive(false);

        player.SetActive(true);
        player.GetComponent <PlayerController>().animator.SetFloat("AtkSpeed",
                                                                   player.GetComponent <PlayerController>().characterBase.atkSpeed);

        fadeManager.FadeIn();
        stageTextAnimation.StageAnimationStart(currentStage.ToString() + " - 튜토리얼");
    }
示例#17
0
    //------------------------------------------------------------------------------------------
    // Start
    //------------------------------------------------------------------------------------------
    private void Start()
    {
        Data.time = 100;

        player           = GameObject.Find(Player.NAME);
        playerController = player.GetComponent <PlayerController>();

        if (Data.stage_number > 0)
        {
            var doors = doorWrapper.GetComponentsInChildren <DoorToStage>();
            foreach (var door in doors)
            {
                if (door.GetStageNumber() == Data.stage_number)
                {
                    player.transform.position = door.transform.position;
                    GameObject.Find(Common.Camera.CONTROLLER).GetComponent <CameraController>().ResetCameraPos(player.transform.position);
                    break;
                }
            }
        }

        GameObject go = GameObject.Find(PauseManager.NAME);

        if (!go)
        {
            Debug.Log("PauseManagerをシーンに追加してください");
        }

        pauseManager = go.GetComponent <PauseManager>();
        // シーン開始時にフェードインする
        FadeManager.FadeIn(0.01f);
        wipeCamera = GameObject.Find(Common.Camera.MAIN_CAMERA).GetComponent <WipeCamera>();
        wipeCamera.StartFadeIn(player.transform.position, 1.0f);
        waitTime = 1.0f;
    }
示例#18
0
        void Start()
        {
            FadeManager.FadeIn();



            for (int i = 1; i < stages.Count + 1; i++)
            {
                float   xMargin        = 100;
                float   yMargin        = -200;
                Vector3 buttonPosition = new Vector3(i * xMargin, yMargin, 0);


                GameObject buttonObject = (GameObject)Instantiate(this.buttonPrefab, buttonPosition, Quaternion.identity);
                buttonObject.transform.SetParent(mainCanvas.transform, false);

                buttonObject.name = i.ToString();
                Button button = buttonObject.GetComponent <Button>();

                Text t = button.transform.FindChild("Text").gameObject.GetComponent <Text>();
                t.text = "Stage" + i.ToString();

                button.onClick.AddListener(() =>
                {
                    //Debug.Log(buttonObject.name);
                    //各シーンの読み込み処理

                    FadeManager.FadeOut(t.text);
                });
            }
        }
示例#19
0
 public void OnR3Enter()
 {
     FadeManager.FadeIn(BlackFade, 0.3f, () =>
     {
         PlayerPositionNotifier.OnNext(new Unit());
         FadeManager.FadeOut(BlackFade, 0.3f);
     });
 }
示例#20
0
 // Start is called before the first frame update
 void Start()
 {
     manager = this;
     GameVariables._pauseGame = true;
     maxArrived     = CarSpawnerManager.spawnManager.carMaxSpawn;
     textIntro.text = "x" + maxArrived;
     fading.FadeIn();
 }
示例#21
0
 private void OnRankUpFinish()
 {
     CreatePlayer(PlayerController.instance.Rank + 1);
     PlayerController.instance.transform.position = Vector3.zero;
     FadeManager.FadeIn();
     isFinished = false;
     Resume();
 }
示例#22
0
 public void OnR3Exit()
 {
     FadeManager.FadeIn(BlackFade, 0.3f, () =>
     {
         PlayerPositionNotifier.OnNext(new Unit());
         FadeManager.FadeOut(BlackFade, 0.3f, () => FadeManager.FadeOut(UiPanel, 0.2f));
     });
 }
示例#23
0
    IEnumerator TransferCoroutine()
    {
        fade.FadeOut();
        yield return(new WaitUntil(() => fade.fadeOutCheck = true));

        fade.FadeIn();
        player.currentMapName = TeleportmapName;
        SceneManager.LoadScene(TeleportmapName);
    }
示例#24
0
 // Use this for initialization
 void Start()
 {
     //フェードマネージャーを取得
     fmana = GameObject.Find("Canvas").GetComponent <FadeManager>();
     //フェードイン開始
     fmana.FadeIn();
     //プレイヤー選択スクリプトの取得
     select = GameObject.Find("Select_Player").GetComponent <Select_Player>();
 }
示例#25
0
        private void Start()
        {
            _fadeManager.FadeIn(5);

            if (preloadOnStart)
            {
                StartCoroutine(LoadYourAsyncScene());
            }
        }
示例#26
0
    void Awake()
    {
        m_TanksNetwork = FindObjectOfType <TanksNetworkManager>();
        m_Fade         = m_TanksNetwork.GetComponentInChildren <CanvasGroup>();
        m_FadeManager  = m_TanksNetwork.GetComponentInChildren <FadeManager>();

        m_IPAddressInput.onEndEdit.AddListener(delegate { SetIPAddressToJoin(); });
        StartCoroutine(m_FadeManager.FadeIn(m_Fade));
    }
示例#27
0
    IEnumerator LoadStart()
    {
        m_async = SceneManager.LoadSceneAsync(m_sceneName.ToString());
        m_async.allowSceneActivation = false;
        yield return(fadeManager.FadeOut());

        m_async.allowSceneActivation = true;
        yield return(fadeManager.FadeIn());
    }
示例#28
0
    IEnumerator TransferCoroutine()
    {
        theFade.FadeOut();
        yield return(new WaitForSeconds(1f));

        thePlayer.currentMapName = transferMapName;
        SceneManager.LoadScene(transferMapName);
        theFade.FadeIn();
        yield return(new WaitForSeconds(0.1f));
    }
示例#29
0
 //------------------------------------------------------------------------------------------
 // イベントの終了
 //------------------------------------------------------------------------------------------
 public void EndEvent()
 {
     playOn = false;
     pauseManager.Resume();
     routine = Fade();
     StartCoroutine(routine);
     FadeManager.FadeIn(fadeTime);
     GameObject.Find(Player.NAME).GetComponentInChildren <PlayerAnimator>().ResumeAnimation();
     StartCoroutine(ControlDelay());
 }
示例#30
0
    void Start()
    {
        MainSpriteRenderer = GetComponent <SpriteRenderer>();

        HPtext.text    = string.Format("HP: {0}", Hp);
        Utext.text     = string.Format("潤い: {0}", Rain);
        SteamText.text = string.Format("\n{0}/3", TextSteampoint);
        capcol         = GetComponent <BoxCollider2D>();
        FadeManager.FadeIn();
    }