public void Init(GameStateMachine stateMachine) { Debug.Log("Entering In Intro State"); DOTween.Init(true, true, LogBehaviour.ErrorsOnly); _stateMachine = stateMachine; _splashController = new SplashScreenController(); _splashController.Start(); }
public override bool FinishedLaunching(UIApplication app, NSDictionary options) { _window = new UIWindow(UIScreen.MainScreen.Bounds); // Add the the splash controller _splashScreenController = new SplashScreenController(); _window.BackgroundColor = UIColor.FromRGBA(0x36, 0x36, 0x36, 1); _window.Add(_splashScreenController.View); _window.MakeKeyAndVisible(); return(true); }
public IEnumerator ShowSuspendQuestSplashscreen(Quest quest) { AssetRequest <GameObject> splashScreenPrefab = Content.LoadAsync(new PrefabContentKey(splashScreenContentKey, quest.Mascot.Name)); yield return(splashScreenPrefab); GameObject splashScreenObject = UnityEngine.Object.Instantiate(splashScreenPrefab.Asset); splashScreen = splashScreenObject.GetComponent <SplashScreenController>(); splashScreen.SetMessage(Service.Get <Localizer>().GetTokenTranslation(quest.Definition.SplashScreenText)); dispatcher.DispatchEvent(new PopupEvents.ShowPopup(splashScreenObject, destroyPopupOnBackPressed: false, scaleToFit: true, "Accessibility.Popup.Title.QuestStop")); dispatcher.DispatchEvent(new TrayEvents.CloseTray(isControlsVisible: false, isPersistent: false)); IsSplashScreenOpen = true; EventManager.Instance.PostEvent("MIX/MusicWorldOn", EventAction.PlaySound, null); }
private void SplashScreenFadeIn() { Debug.Log("SplashScreenFadeIn"); _splashScreenAudio.volume += _splashScreenFadeSpeed * Time.deltaTime; // Increase volume by fade speed _splashScreenFadeValue += _splashScreenFadeSpeed * Time.deltaTime; // Increase fade value by fade speed if (_splashScreenFadeValue > 1) // If fade value is greater than one _splashScreenFadeValue = 1; // Then set fade value to 1 if(_splashScreenFadeValue == 1) // If fade value equals 1 _splashScreenController = // Set splash screen controller to equal SplashScreenController.SplashScreenFadeOut; // splash screen fade out }
// Start is called before the first frame update void Start() { Cursor.visible = false; // Set cursor visible state to false Cursor.lockState = CursorLockMode.Locked; // and lock the cursor _splashScreenAudio = GetComponent<AudioSource>(); // Splash screen audio equals the audio source component _splashScreenAudio.volume = 0; // Audio volume = 0 on startup _splashScreenAudio.clip = _splashScreenMusic; // Audio clip equals splash screen music _splashScreenAudio.loop = true; // Set audio to loop _splashScreenAudio.Play(); // Play audio _splashScreenController = // State equals SplashScreen.SplashScreenController.SplashScreenFadeIn; // fade in on startup StartCoroutine("SplashScreenManager"); // Start splash screen manager }
private void SplashScreenFadeIn() { Debug.Log("SplashScreenFadeIn"); _splashScreenAudio.volume += _splashScreenFadeSpeed * Time.deltaTime; //increase volume by fadespeed _splashScreenFadeValue += _splashScreenFadeSpeed * Time.deltaTime; //increase fade value by fade speed if (_splashScreenFadeValue > 1) //if fade value is greater than 1 { _splashScreenFadeValue = 1; //then set fade value to 1 } if (_splashScreenFadeValue == 1) //if fade value = 1 { _splashScreenController = SplashScreen.SplashScreenController.SplashScreenFadeOut; //set splash screen controller to equal splash screen fade out } }
// Start is called before the first frame update void Start() { Cursor.visible = false; //set cursor visible state to false Cursor.lockState = CursorLockMode.Locked; //to lock the cursor _splashScreenAudio = GetComponent <AudioSource>(); //splash screen causes the audio source _splashScreenAudio.volume = 0; //Audio volume = 0 on startup _splashScreenAudio.clip = _splashScreenMusic; //Audio clip = splash screen music _splashScreenAudio.loop = true; //set Audio to loop _splashScreenAudio.Play(); //Play Audio :) _splashScreenController = SplashScreen.SplashScreenController.SplashScreenFadeIn; //state = fade in on start up StartCoroutine("SplashScreenManager"); //start splash screen manager function }
public IEnumerator ShowStartQuestSplashscreen(Quest quest) { GameObject HUD = GameObject.FindWithTag(UIConstants.Tags.UI_HUD); if (HUD != null && HUD.GetComponentInChildren <PopupManager>() != null) { AssetRequest <GameObject> splashScreenPrefab = Content.LoadAsync(new PrefabContentKey(splashScreenContentKey, quest.Mascot.Name)); yield return(splashScreenPrefab); GameObject splashScreenObject = UnityEngine.Object.Instantiate(splashScreenPrefab.Asset); splashScreen = splashScreenObject.GetComponent <SplashScreenController>(); splashScreen.SetMessage(Service.Get <Localizer>().GetTokenTranslation(quest.Definition.SplashScreenText)); dispatcher.DispatchEvent(new PopupEvents.ShowPopup(splashScreenObject, destroyPopupOnBackPressed: false, scaleToFit: true, "Accessibility.Popup.Title.QuestStart")); dispatcher.DispatchEvent(new TrayEvents.CloseTray(isControlsVisible: false, isPersistent: false)); dispatcher.DispatchEvent(new HudEvents.PermanentlySuppressQuestNotifier(suppress: false, autoShow: false)); IsSplashScreenOpen = true; EventManager.Instance.PostEvent("MIX/MusicWorldOff", EventAction.PlaySound, null); EventManager.Instance.PostEvent(quest.Mascot.Definition.QuestIntroMusic, EventAction.PlaySound, null); } }
private static void HideSplashScreen(CreatePlayerResponse _) { SplashScreenController.HideSplashScreen(); }
private void Start() { ssc = FindObjectOfType <SplashScreenController>(); }
void Awake() { main = this; }