private IEnumerator FadeOutRoutine() { yield return(AlphaChangeRoutine(1, _duration)); faded = true; FadeOutComplete?.Invoke(); }
private static void StartFadeOut() { FadeOutComplete = null; BlackFadeController goController = UnityEngine.Object.Instantiate(Resources.Load <GameObject>("Prefabs/Black Fade")).GetComponent <BlackFadeController>(); goController.FadeOut(); goController.FadeCompleted += () => FadeOutComplete?.Invoke(); goController.FadeCompleted += () => UnityEngine.Object.Destroy(goController.gameObject); }
public void Update() { if (IsActive) { if (fadingOut) { if (time < timeFadeOut) { time++; } if (time == timeFadeOut) { fadingOut = false; hold = true; time = timeBlack; FadeOutComplete?.Invoke(); } } else if (hold) { if (time > 0) { time--; } if (time == 0) { time = timeFadeIn; hold = false; } } else { if (time > 0) { time--; } if (time == 0) { IsActive = false; } } } }
private void OnFadeOutComplete(FadeOutComplete obj) { AbstractGlobalController.Instance.FadeV.StartFadeIn(); MessageAgregator <FadeInComplete> .AddListener(OnFadeInComplete); //EventAgregator.AddListener(EventKey.fadeInComplete, ); SceneManager.SetActiveScene( SceneManager.GetSceneByName(AbstractGameController.Instance.MyKeys.CenaAtiva.ToString())); SaveDatesManager.SalvarAtualizandoDados(); fase = FasesDoLoad.eventInProgress; SceneManager.UnloadSceneAsync(NomesCenasEspeciais.CenaDeCarregamento.ToString()); //GameController.g.ModificacoesDaCena(); Time.timeScale = 1; Physics2D.gravity = new Vector2(0, -0.8f); }
public void FadeOut(System.Action EndAction = null) { GetUnknownDefaultColors(); if (anim.IsRunning()) { StopCoroutine(anim); } anim = this.ProgressionAnim(fadeDuration, (progression) => { for (int i = 0; i < graphicsToAnimate.Count; i++) { graphicsToAnimate[i].color = Color.Lerp(graphicsToAnimate[i].color, fadeColor, progression); } }, () => { anim = null; EndAction?.Invoke(); FadeOutComplete.Invoke(); }); }
private IEnumerator FadeOutPage() { yield return(StartCoroutine(Coroutines.FadeTo(_canvasGroup, 0, 1))); FadeOutComplete?.Invoke(); }