void Start() { // Initializer scene = SceneManager.GetActiveScene(); if (scene.name == "GuessWhoColluded") { sFader = GameObject.Find("Screen_Fader").GetComponent <ScreenFader>(); sFaderDia = GameObject.Find("Screen_Fader_Dialogue").GetComponent <ScreenFader>(); sFader.GetComponent <Transform>().transform.localScale = Vector3.one; sFader.GetComponent <Image>().color = new Color(0.0f / 255.0f, 0.0f / 255.0f, 0.0f / 255.0f, 255.0f / 255.0f); sFaderDia.GetComponent <Transform>().transform.localScale = Vector3.one; sFaderDia.GetComponent <Image>().color = new Color(0.0f / 255.0f, 0.0f / 255.0f, 0.0f / 255.0f, 255.0f / 255.0f); } else { sFader = GameObject.FindObjectOfType <ScreenFader>().GetComponent <ScreenFader>(); sFaderDia = null; // DC TODO sFader.GetComponent <Transform>().transform.localScale = Vector3.one; sFader.GetComponent <Image>().color = new Color(0.0f / 255.0f, 0.0f / 255.0f, 0.0f / 255.0f, 255.0f / 255.0f); } }
void Start() { if (sFaderDia) { sFaderDia.GetComponent <Transform>().transform.localScale = Vector3.one; sFaderDia.GetComponent <Image>().color = new Color(0.0f / 255.0f, 0.0f / 255.0f, 0.0f / 255.0f, 255.0f / 255.0f); } sFader.GetComponent <Transform>().transform.localScale = Vector3.one; sFader.GetComponent <Image>().color = new Color(0.0f / 255.0f, 0.0f / 255.0f, 0.0f / 255.0f, 255.0f / 255.0f); }
public void WarpOut() { warpTyrannyTunnel.GetComponent <BoxCollider2D>().enabled = true; warpTyrannyTunnel.GetComponent <SceneTransitioner>().bAnimationToTransitionScene = true; // Save Transfer Values save.SaveBrioTransfer(); save.SaveInventoryTransfer(); PlayerPrefs.SetInt("Transferring", 1); PlayerPrefs.SetString("TransferScene", warpTyrannyTunnel.GetComponent <SceneTransitioner>().BetaLoad); // Stop the player from bringing up the dialog again dMan.gameObject.transform.localScale = Vector3.zero; // Set player scale to start transition player.transform.localScale = Vector3.one; // Freeze animation sceneAni.GetComponent <Animator>().enabled = false; // Set the transition animation via the camera's scale //var height = mainCamera.GetComponentInChildren<SpriteRenderer>().sprite.bounds.size.y; //var worldScreenHeight = mainCamera.orthographicSize * 2.0; //mainCamera.GetComponentInChildren<Transform>().localScale = new Vector3( // (float)worldScreenHeight / height, // (float)worldScreenHeight / height, // 1); // Activate the other fader sFader.GetComponent <Animator>().SetBool("FadeOut", true); }
void Awake() { // Singleton stuff, needs to carry across multiple scenes if (instance != null && instance != this) { Destroy(gameObject); return; } instance = this; DontDestroyOnLoad(gameObject); //canvas = GameObject.Find("Canvas").GetComponent<Canvas>(); if (gameInProgress) { Camera.main.fieldOfView = cameraFov; } else { // At main menu / first boot, do the song and dance SceneManager.sceneLoaded += OnSceneLoad; canvas = GameObject.Find("Canvas").GetComponent <Canvas>(); if (blackFade == null) { blackFade = Instantiate(screenFaderPrefab).GetComponent <ScreenFader>(); blackFade.transform.SetParent(canvas.transform); blackFade.transform.localPosition = Vector3.zero; blackFade.GetComponent <RectTransform>().sizeDelta = new Vector2(canvas.GetComponent <CanvasScaler>().referenceResolution.x, canvas.GetComponent <CanvasScaler>().referenceResolution.y); // Double what it needs but that's ok blackFade.transform.SetSiblingIndex(0); } // Read config file -- if none exists, make one try { config = Configuration.LoadFromFile(SETTINGS_FILENAME); // Set settings GameSettings s = ConfigurationToGameSettings(config); ApplyOptionsSettings(s); ApplyPlayerSettings(s); // Set controls InputKeys k = ConfigurationToInputKeys(config); InputManager.SetKeys(k); } catch (FileNotFoundException) { Debug.Log("No config file '" + SETTINGS_FILENAME + "' found. Making one with defaults!"); config = MakeDefaultConfig(true); config.SaveToFile(SETTINGS_FILENAME); } Camera.main.fieldOfView = cameraFov; canvas.GetComponent <MenuUIManager>().PlayIntro(); } }
void OnTriggerEnter(Collider other) { Debug.Log("OnTriggerEnter"); if (other.gameObject == target) { enterPosition = Vector3.Scale(other.gameObject.transform.position, restrictToAxis); endPosition = enterPosition + Vector3.Scale(trigger.size, restrictToAxis); distanceToEnd = Vector3.Distance(enterPosition, endPosition); currentDistance = 0f; screenFader.GetComponent <Image>().color = new Color(0.0f, 0.0f, 0.0f, 0.0f); screenFader.fadeTime = 0.3f; screenFader.gameObject.SetActive(true); } }
void OnSceneLoad(Scene scene, LoadSceneMode mode) { canvas = GameObject.Find("Canvas").GetComponent <Canvas>(); if (blackFade == null) { blackFade = Instantiate(screenFaderPrefab).GetComponent <ScreenFader>(); blackFade.transform.SetParent(canvas.transform); blackFade.transform.localPosition = Vector3.zero; blackFade.GetComponent <RectTransform>().sizeDelta = new Vector2(canvas.GetComponent <CanvasScaler>().referenceResolution.x, canvas.GetComponent <CanvasScaler>().referenceResolution.y); // Double what it needs but that's ok blackFade.transform.SetSiblingIndex(0); } if (gameInProgress) { if (!gameScenes.Contains(scene.name)) { Debug.LogError("Game still running when loading a non-gameplay scene! Either add this scene to gameScenes or fix this error!"); return; } ClientScene.Ready(CustomNetworkManager.instance.connToServer); ClientScene.AddPlayer(0); } }
public void WarpOut() { warpShadowMonster.GetComponent <BoxCollider2D>().enabled = true; // Using fader below; inactivating Sprite Renderer on this component //warpShadowMonster.GetComponent<SceneTransitioner>().bAnimationToTransitionScene = true; // Save Transfer Values save.SaveBrioTransfer(); save.SaveInventoryTransfer(); PlayerPrefs.SetInt("Transferring", 1); PlayerPrefs.SetString("TransferScene", warpShadowMonster.GetComponent <SceneTransitioner>().BetaLoad); // Stop the player from bringing up the dialog again dMan.gameObject.transform.localScale = Vector3.zero; // Set player scale to start transition player.transform.localScale = Vector3.one; // Freeze animation sceneAni.GetComponent <Animator>().enabled = false; // Activate the other fader sFader.GetComponent <Animator>().SetBool("FadeOut", true); }