private void NextScene() { sf.FadeIn(); if (coroutines == null) { coroutines = FindObjectOfType <Coroutines>(); } coroutines.StopAllCoroutines(); if (nextScene == "NEXT") { int n = SceneManager.GetActiveScene().buildIndex; coroutines.WaitThenExecute(1.1f, () => { SceneManager.LoadScene(n + 1); }); } else { coroutines.WaitThenExecute(1.1f, () => { SceneManager.LoadScene(nextScene); }); } }
public void Resume() { Time.timeScale = 1; Hide(pauseText); Hide(pauseMenu); fader.FadeIn(fadeDuration, 0); }
private void onShowFTUE(GeneralEvent e) { _fader.FadeOut(FADE_TIME, () => { mainMenu.ShowFTUE(); _fader.FadeIn(); }); }
private IEnumerator Start() { yield return(StartCoroutine(LoadSceneAndSetActive(sceneToLoad))); if (FadeOnSceneLoad) { m_ScreenFader.FadeIn(); } }
// Use this for initialization void Start() { GameObject workerCardFab = PrefabManager.instance.workerCardFab; screenFader = GameObject.Find("Canvas/ScreenFader").GetComponent <ScreenFader>(); screenFader.FadeIn(); card1 = ((GameObject)GameObject.Instantiate(workerCardFab, new Vector2(-5f, 0), Quaternion.identity)).GetComponent <WorkerCard>(); card2 = ((GameObject)GameObject.Instantiate(workerCardFab, Vector2.zero, Quaternion.identity)).GetComponent <WorkerCard>(); card3 = ((GameObject)GameObject.Instantiate(workerCardFab, new Vector2(5f, 0), Quaternion.identity)).GetComponent <WorkerCard>(); List <WorkerType> rolledTypes = new List <WorkerType>(); Worker worker1 = CreateRandomWorker(rolledTypes); rolledTypes.Add(worker1.type); Worker worker2 = CreateRandomWorker(rolledTypes); rolledTypes.Add(worker2.type); Worker worker3 = CreateRandomWorker(rolledTypes); rolledTypes.Add(worker3.type); card1.DisplayWorker(worker1, this, 1); card2.DisplayWorker(worker2, this, 2); card3.DisplayWorker(worker3, this, 3); }
private void Death(bool doDestroy) // no need to handle the non destructive death, since it never happens { OnDeath?.Invoke(); anim.SetBool("isDead", true); pc.StopControl(); Debug.Log("stopped control"); rb.velocity = Vector2.zero; //prevent sliding coroutines.WaitThenExecute(1f, () => { sf.FadeIn(); }); coroutines.WaitThenExecute(2f, () => { hs.FullHealth(); tr.position = respawnPoint; }); coroutines.WaitThenExecute(3f, () => { sf.FadeOut(); }); coroutines.WaitThenExecute(3.5f, () => { anim.SetBool("isDead", false); }); coroutines.WaitThenExecute(3.8f, () => { pc.RegainControl(); Debug.Log("regained control"); }); //TODO finesse this }
void Update() { if (Input.GetKey(KeyCode.LeftShift)) { if (Input.GetKeyDown(KeyCode.PageDown)) { ScreenFader.FadeOutThen(() => { NextPhase(); MessageController.AddMessage("CHEAT: Next Phase"); ScreenFader.FadeIn(); }); } if (Input.GetKeyDown(KeyCode.Home)) { MessageController.AddMessage("CHEAT: Clear Save"); PlayerPrefs.DeleteAll(); } if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } if (Input.GetKeyDown(KeyCode.End)) { SceneManager.LoadScene("game"); } } }
public IEnumerator LoadScene(string level) { ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); GameObject bgm = GameObject.FindGameObjectWithTag("BGM"); float startTime = Time.realtimeSinceStartup; if (bgm != null) { bgm.GetComponent <BGMControl>().FadeOut(fadeDuration); } sf.FadeOut(fadeDuration); while (Time.realtimeSinceStartup < startTime + fadeDuration) { yield return(null); } SceneManager.LoadScene(level, LoadSceneMode.Single); sf.FadeIn(fadeDuration); isLoading = false; if (Time.timeScale != 1) { Time.timeScale = 1; } }
void Start() { if (screenFader != null) { screenFader.gameObject.SetActive(true); screenFader.FadeIn(); } }
IEnumerator RunDemoClosingCo() { screenFader.FadeIn(2f); yield return(new WaitForSeconds(2f)); LeanTween.value(gameObject, delegate(float value) { AudioListener.volume = value; }, 1f, 0f, 3f); }
public void SetCountDown() { screenFader.FadeIn(); currentCount = COUNTDOWN_TIME; Time.timeScale = 0f; hudSelector.setHud(Hud.COUNT); pause = true; StartCoroutine(countDownForStartingGame()); }
public IEnumerator StoryForDay(int day) { // fade to black var x = fader.FadeOut(4); while (x.MoveNext()) { yield return(null); } var text = new string[] {}; switch (day) { case 0: text = new[] { "Illumination", "The Nine Hundred and Ninety Seventh Night", "Scheherazade stands in the middle of the courtyard with lifeless eyes.", "You stare at her hopelessly, wondering if she would say another word to finish her hanging thought-", "But as always, the morning overtakes her and she remains silent." }; break; case 1: text = new[] { "The Nine Hundred and Ninety Eighth Night", "Scheherazade stands in the middle of the courtyard.", "\"It's morning. I must go to sleep.\"", "She won't look at you." }; break; case 2: break; case 3: break; default: break; } yield return(DisplayText(text, fullTele, true)); yield return(new WaitForSeconds(2)); fullTele.Clear(); x = fader.FadeIn(4); while (x.MoveNext()) { yield return(null); } yield return(DisplayText(new[] { "The Nine Hundred and Ninety Eighth Day", "" }, fullTele, true)); }
public void Init(GameStateMachine stateMachine, object changeStateData) { _stateMachine = stateMachine; _passPlaySetupController = new PassPlaySetupController(); _passPlaySetupController.Start(onStartGame, onPassSetupCancel); _fader = Singleton.instance.gui.screenFader; _fader.FadeIn(0.35f); }
// Update the player's progress based on the level they just played private void UpdateGameProgress() { Debug.Log("--- Overworld : Update Game Progress ---"); // Fade in the camera _screenFader.FadeIn(); // Center the camera on the player's base (is overriden later if levelInfo is loaded) _cameraController.SetCameraPosition(_playerBase.position); // No level progress data was found var levelProgressData = LevelProgress.Data; if (levelProgressData == null) { return; } // No level info data was found var levelInfo = GetLevelInfoBySceneName(levelProgressData.SceneName); if (levelInfo == null) { return; } // Set the level as 'Complete' if it was passed and was not previously finished if (levelProgressData.LevelPassed && levelInfo.LevelState == LevelState.Unlocked) { levelInfo.CompleteLevel(); } // Add any item rewards RewardItems(levelProgressData, levelInfo); // Add resource rewards ItemProgress.AddResources(levelProgressData.Resources); // Update tower lifetime stats TowerProgress.UpdateTowerLifetimeStats(levelProgressData.TowerStats); // Update highest level defeated levelInfo.UpdateHighestWaveDefeated(levelProgressData.WavesDefeated); // Open the level finished window _windowLevelFinished.WindowOpen(levelProgressData); // Set the camera to the location of the level on the map _cameraController.SetCameraPosition(levelInfo.transform.position); // Reset the progress data after it has been used LevelProgress.ResetLevelProgress(); }
public void Load(string scene, Action then = null) { if (LoadingScene) { return; } LoadingScene = true; PlayerPrefs.Save(); _screenFader.FadeIn(ScreenFader.DefaultDuration, () => StartCoroutine(LoadScene(scene, then))); }
void Start() { ScreenFader.FadeIn(); particles = transform.GetChild(1).gameObject; animator = GetComponentInChildren <Animator>(); rb = GetComponent <Rigidbody2D>(); sprite = GetComponentInChildren <SpriteRenderer>(); inputDir = new Vector2(); airStorage = maxAir; airImage.sizeDelta = new Vector2(maxAir, maxAir); }
public void Init(GameStateMachine stateMachine, object changeStateData = null) { _stateMachine = stateMachine; _fader = Singleton.instance.gui.screenFader; _fader.FadeIn(0.35f); _networkManager = Singleton.instance.networkManager; _networkManager.onCustomEvent += onCustomEvent; _networkManager.Connect(); _lobbyController = new MultiplayerLobbyController(); _lobbyController.Start(onJoinRoom, onGoToMainMenu); }
public IEnumerator FadeTransition(string direction) { if (direction == "In") { yield return(fader.FadeIn()); } else if (direction == "Out") { yield return(fader.FadeOut()); } else { throw new System.Exception("Error: " + direction + " is not a defined direction"); } }
// Corotina para sincronizar o fade in/out com o carregamento da cena public IEnumerator LoadScene(string scene) { if (GameObject.FindGameObjectWithTag("BGM") != null) { GameObject.FindGameObjectWithTag("BGM").GetComponent <BGMControl>().FadeOut(); } ScreenFader sf = GameObject.FindGameObjectWithTag("Fader").GetComponent <ScreenFader>(); sf.FadeOut(fadeDuration); yield return(new WaitForSeconds(fadeDuration)); SceneManager.LoadScene(scene, LoadSceneMode.Single); sf.FadeIn(fadeDuration); isLoading = false; }
private IEnumerator ToggleLoadingScreenRoutine(bool enable) { yield return(null); if (enable) { _loadingScreenGroup.gameObject.SetActive(true); yield return(ScreenFader.FadeIn(_loadingScreenGroup)); } else { yield return(ScreenFader.FadeOut(_loadingScreenGroup)); _loadingScreenGroup.gameObject.SetActive(false); } }
IEnumerator OnTriggerEnter2D(Collider2D other) { if (inTransition == false) { other.GetComponent <PlayerMovement>().freeze = true; ScreenFader af = GameObject.FindWithTag("Fader").GetComponent <ScreenFader> (); yield return(StartCoroutine(af.FadeOut())); target.GetComponent <Warp>().inTransition = true; other.gameObject.transform.position = target.position; Camera.main.transform.position = target.position; yield return(StartCoroutine(af.FadeIn())); } }
/// <summary> /// MonoBehaviour 개체를 초기화합니다. /// </summary> void Start() { // 사운드 이펙트 소스를 초기화합니다. _seSources = new AudioSource[_soundEffects.Length]; for (int i = 0; i < _soundEffects.Length; ++i) { AudioSource seSource = gameObject.AddComponent <AudioSource>(); seSource.clip = _soundEffects[i]; _seSources[i] = seSource; } // ChangeItem(0, 0); // _fader.FadeIn(); }
/// <summary> /// MonoBehaviour 개체를 초기화합니다. /// </summary> void Start() { Time.timeScale = 1; // 효과음 리스트를 초기화 합니다. _seSources = new AudioSource[soundEffects.Length]; for (int i = 0, len = _seSources.Length; i < len; ++i) { _seSources[i] = gameObject.AddComponent <AudioSource>(); _seSources[i].clip = soundEffects[i]; } // 페이드인 효과를 실행합니다. fader.FadeIn(); // GameManager.Instance.RequestSetTryCount(2); }
void Start() { messagePanel = GameObject.Find("MessagePanel").GetComponent <RectTransform>(); goalText = GameObject.Find("GoalText").GetComponent <Text>(); _instance = this; if (PlayerPrefs.HasKey("level") && PlayerPrefs.GetInt("level") > 0) { int level = PlayerPrefs.GetInt("level"); for (int i = 0; i < level; ++i) { NextPhase(onlyLog: i < level - 1); } } else { EnterPhase(GamePhase.LearnActions); } ScreenFader.FadeIn(); }
private IEnumerator OnRoomLoad() { if (SceneManager.GetActiveScene().buildIndex == currentRoom) { yield break; } while (SceneManager.GetActiveScene().buildIndex != currentRoom) { yield return(null); } fader = FindObjectOfType <ScreenFader>(); if (fader != null) { StartCoroutine(fader.FadeIn()); } }
/// <summary> /// MonoBehaviour 개체를 초기화합니다. /// </summary> void Start() { // 효과음 리스트를 초기화 합니다. _seSources = new AudioSource[_soundEffects.Length]; for (int i = 0, len = _seSources.Length; i < len; ++i) { _seSources[i] = gameObject.AddComponent <AudioSource>(); _seSources[i].clip = _soundEffects[i]; } // 페이드인 효과를 실행합니다. _fader.FadeIn(); // 필드를 초기화합니다. _saveDataCount = PlayerPrefs.GetInt("SaveDataCount", 5); if (_saveDataCount > 0) { ChangeSaveItem(0); } }
public void GoToPhase(Phase nextPhase) { // Revert phase first RemoveAllHexes(HexMode.AFFECTED); RemoveAllHexes(HexMode.HIGHLIGHT); switch (nextPhase) { case Phase.SCOUT: //TODO: Bring back fog of war //SetAllHexes(HexMode.FOG); RevealHexes(0, 0); screenFader.FadeIn(); break; case Phase.PLACEMENT: break; case Phase.ALIGNMENT: break; case Phase.GROW: StartGrowing(); break; case Phase.RESULTS: ShowResultsPanel(true); break; case Phase.FADEOUT: ShowResultsPanel(false); break; } turnButton.GoToPhase(nextPhase); phase = nextPhase; }
IEnumerator LoadOpponent() { description.text = "상대 정보를 불러오는 중입니다"; WWW w = new WWW("http://106.248.205.164:92/CrayonGame/gamedata.txt"); yield return(w); if (!string.IsNullOrEmpty(w.error)) { Debug.Log(w.error); } else { print("Card Info ->" + w.text); } fader.FadeIn(); yield return(StartCoroutine(processBattle.DataLoading())); yield return(new WaitForSeconds(1.5f)); fader.FadeOut(); sceneManager.ChangeScene(SceneManager.ProcessType.Battle); }
// Use this for initialization void Start() { screenFader = GameObject.Find("Canvas/ScreenFader").GetComponent <ScreenFader>(); screenFader.FadeIn(); }
/// <summary> /// 스크립트에 따라 액션을 수행하는 코루틴입니다. /// </summary> /// <returns>DoNextScript() 함수 호출의 결과입니다.</returns> IEnumerator ActWithCoroutine() { string[] action = _actionScriptList[_actionScriptIndex++]; string command = action[0]; int index; float _time; float fadeSpeed; string levelName; Vector2 position; // 명령에 따라 액션을 수행합니다. switch (command) { // 일정 시간동안 대기합니다. case "WaitForSeconds": _time = float.Parse(action[1]); yield return(new WaitForSeconds(_time)); break; // 레벨을 불러옵니다. case "Load": levelName = action[1]; LoadingSceneManager.LoadLevel(levelName); break; // 이미지를 슬라이드합니다. case "SlideImage": index = int.Parse(action[1]); _time = float.Parse(action[2]); position = new Vector2(float.Parse(action[3]), float.Parse(action[4])); { SpriteRenderer image = _cutsceneImages[index]; Rigidbody2D image_rbody = image.GetComponent <Rigidbody2D>(); Vector2 diff = position - new Vector2(image.transform.position.x, image.transform.position.y); image_rbody.velocity = diff / _time; yield return(new WaitForSeconds(_time)); image_rbody.velocity = Vector2.zero; } break; // 이미지를 화면에 표시합니다. case "EnableImage": index = int.Parse(action[1]); _cutsceneImages[index].enabled = true; break; // 화면에 표시한 이미지를 disable합니다. case "DisableImage": index = int.Parse(action[1]); _cutsceneImages[index].enabled = false; break; // 장면에 페이드인 효과를 부여합니다. case "SceneFadeIn": fadeSpeed = float.Parse(action[1]); _fader.FadeIn(fadeSpeed); break; // 장면에 페이드아웃 효과를 부여합니다. case "SceneFadeOut": fadeSpeed = float.Parse(action[1]); _fader.FadeOut(fadeSpeed); break; // 배경 음악을 재생합니다. case "PlayMusic": index = int.Parse(action[1]); if (action.Length > 2) { _bgmSource.volume = float.Parse(action[2]); } else { _bgmSource.volume = 1; } _bgmSource.clip = _audioSources[index].clip; _bgmSource.Play(); break; // 음악 재생을 중지합니다. case "StopMusic": _bgmSource.Stop(); break; // 효과음을 재생합니다. case "PlaySound": index = int.Parse(action[1]); _time = float.Parse(action[2]); _audioSources[index].Play(); yield return(new WaitForSeconds(_time)); break; // case "FadeOutMusic": while (_bgmSource.volume > 0) { _bgmSource.volume -= Time.deltaTime; yield return(new WaitForSeconds(0.5f)); } break; } // 액션 수행이 모두 종료되었으므로 스위치를 닫습니다. _actionScriptPlaying = false; /** * // CHECK: 문제가 발생할 때 이 부분을 먼저 확인하세요. * // 원래는 이런 구문이 없었습니다. * { * StopCoroutine(_actionScriptCoroutine); * _actionScriptCoroutine = null; * } */ // 다음 스크립트를 수행합니다. DoNextScript(); }