private void RpcRoundEnding(string winnerText) { HUDController.s_Instance.SetHudEnabled(false); DisableTankControl(); m_EndScreen.StartFade(Fade.In, 2f, FadeOutEndRoundScreen); SetMessageText("ROUND END", winnerText); }
/// <summary> /// State up state function /// </summary> protected void StartUp() { if (m_GameSettings.isSinglePlayer) { LazyLoadLoadingPanel(); m_LoadingScreen.StartFade(Fade.Out, 0.5f, SinglePlayerLoadedEvent); m_State = GameState.Inactive; } else { if (m_NetManager.AllPlayersReady()) { m_State = GameState.Preplay; RpcInstantiateHudScore(); RpcGameStarted(); // Reset all ready states for players again m_NetManager.ClearAllReadyStates(); } } }
protected void Start() { fadingGroup.StartFade(Fade.In, fadeTime, StartPulsingText); }
// Fades the out end round screen private void FadeOutEndRoundScreen() { m_EndScreen.StartFade(Fade.Out, 2f); }
// State up state function protected void StartUp() { LazyLoadLoadingPanel(); m_LoadingScreen.StartFade(Fade.Out, 0.5f, SinglePlayerLoadedEvent); m_State = GameState.Inactive; }
protected void FadeIn() { LazyLoad(); fadingGroup.StartFade(Fade.In, fadeInTime, FadeOut, false); }
public void FadeIn() { Show(); m_Fader.StartFade(Fade.In, m_FadeTime); }