// 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"; }
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(); }
// 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); }
public void OnEnter() { // ORTCPMultiServer.Instance.DisconnectAllClients(); FadeManager.FadeIn(UiPanel, 0.5f); // if (GameManager.Instance.Is_Automation_Test_Build) // StartCoroutine(iAutomatedTest()); }
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(); }
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(); }
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)) { } }
//---------------------------------------------------------- // 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(); }
// 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(); }
// 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(); }
// Start is called before the first frame update void Start() { FadeManager.FadeIn(2f); SetInstances(); SetScoreText(); }
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"); }
//------------------------------------------------------------------------------------------ // 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; }
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); }); } }
public void OnR3Enter() { FadeManager.FadeIn(BlackFade, 0.3f, () => { PlayerPositionNotifier.OnNext(new Unit()); FadeManager.FadeOut(BlackFade, 0.3f); }); }
// 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(); }
private void OnRankUpFinish() { CreatePlayer(PlayerController.instance.Rank + 1); PlayerController.instance.transform.position = Vector3.zero; FadeManager.FadeIn(); isFinished = false; Resume(); }
public void OnR3Exit() { FadeManager.FadeIn(BlackFade, 0.3f, () => { PlayerPositionNotifier.OnNext(new Unit()); FadeManager.FadeOut(BlackFade, 0.3f, () => FadeManager.FadeOut(UiPanel, 0.2f)); }); }
IEnumerator TransferCoroutine() { fade.FadeOut(); yield return(new WaitUntil(() => fade.fadeOutCheck = true)); fade.FadeIn(); player.currentMapName = TeleportmapName; SceneManager.LoadScene(TeleportmapName); }
// 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>(); }
private void Start() { _fadeManager.FadeIn(5); if (preloadOnStart) { StartCoroutine(LoadYourAsyncScene()); } }
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)); }
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()); }
IEnumerator TransferCoroutine() { theFade.FadeOut(); yield return(new WaitForSeconds(1f)); thePlayer.currentMapName = transferMapName; SceneManager.LoadScene(transferMapName); theFade.FadeIn(); yield return(new WaitForSeconds(0.1f)); }
//------------------------------------------------------------------------------------------ // 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()); }
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(); }