public override void StartTransition(Room fromRoom, Room toRoom, RoomTransitionPoint transitionPoint) { IsDone = false; _flip = false; _fadeTarget = GameObject.Find("FadeTarget").GetComponent <Image>(); base.StartTransition(fromRoom, toRoom, transitionPoint); }
public override void StartTransition(Room fromRoom, Room toRoom, RoomTransitionPoint transitionPoint) { _slideTarget = GameObject.Find("SlideTarget").GetComponent <RectTransform>(); _slideTarget.anchoredPosition = new Vector2(800, 0); _slideImage = _slideTarget.GetComponent <Image>(); if (ImageOverride != null) { _slideImage.sprite = ImageOverride; } _slideImage.color = new Color(0, 0, 0, 0); base.StartTransition(fromRoom, toRoom, transitionPoint); }
private IEnumerator DoTransition(Room fromRoom, RoomTransitionPoint transitionPoint) { _transitionState = TransitionState.Exiting; transitionPoint.LinkedRoom._transitionState = TransitionState.Entering; transitionPoint.TransitionBehavior.StartTransition(fromRoom, transitionPoint.LinkedRoom, transitionPoint); while (!transitionPoint.TransitionBehavior.IsDone) { transitionPoint.TransitionBehavior.Tick(); yield return(new WaitForEndOfFrame()); } transitionPoint.TransitionBehavior.EndTransition(); _transitionState = TransitionState.None; transitionPoint.LinkedRoom._transitionState = TransitionState.Within; }
public virtual void StartTransition(Room fromRoom, Room toRoom, RoomTransitionPoint transitionPoint) { IsDone = false; FromRoom = fromRoom; ToRoom = toRoom; TransitionPoint = transitionPoint; UIController.CancelAndClearDialog(); LeanTween.value(FromRoom.gameObject, update => { Time.timeScale = update; Time.fixedDeltaTime = update * 0.02f; }, 1, 0, 0.5f) .setEase(LeanTweenType.easeOutExpo) .setIgnoreTimeScale(true) .setOnComplete(() => _startTransition = true); }
void OnEnable() { script = target as RoomTransitionPoint; }
public void TriggerTransition(RoomTransitionPoint point) { StartCoroutine(DoTransition(this, point)); }