private IEnumerator Hide(bool face = true) { yield return(new WaitForSeconds(5)); fader.FadeOut(balloon.gameObject.GetComponent <CanvasGroup>()); if (face) { happyFace.SetActive(false); } }
IEnumerator StartLevel() { blackOverlay.FadeIn(0.5f); HideMenuUI(); yield return(new WaitForSeconds(0.5f)); blackOverlay.FadeOut(0.5f); GameManager.instance.StartGame(selectedLevel); livesText.text = "LIVES: " + GameManager.instance.lives; }
public void Start() { staticStartId = startId; GameObject.FindGameObjectsWithTag("InputHandler")[0].GetComponent <InputHandler>().addObserver(this); GameObject levelLoader = Instantiate(LevelLoader); _levelLoader = levelLoader.GetComponent <LevelLoader>(); Invoke("waitABit", 2f); loadVideos(); fader.FadeOut(0.5f); }
private void StartClick() { UIFader fader = movePanel.GetComponent <UIFader>(); fader.FadeOut(); fader.OnOffRayCast(false); }
private void ShowError(string message) { error.text = message; error.enabled = true; UIFader.CancelCurrent(); UIFader.FadeIn(error, 0.1f); UIFader.FadeOut(error, 3.0f, 1.0f); }
public void Deselect() { if (FlashlightGO.activeSelf && !isReloading) { StartCoroutine(UIFader.FadeOut(2)); StartCoroutine(DeselectCorountine()); } }
void Start() { UIFader.SetColor(FadeImage.color); if (startFadeOut) { StartCoroutine(UIFader.FadeOut(FadeSpeed)); } }
private void ShowSelectedBlock(Block block) { string name = block.Name(); selectedText.text = name; UIFader.CancelCurrent(); UIFader.FadeIn(selectedPanel, 0.1f); UIFader.FadeIn(selectedText, 0.1f); UIFader.FadeOut(selectedPanel, 2.0f, 0.5f); UIFader.FadeOut(selectedText, 2.0f, 0.5f); }
private void FadeBackground(bool _triger) { UIFader background = root.GetComponent <UIFader>(); background.OnOffRayCast(_triger); if (_triger) { background.FadeIn(); } else { background.FadeOut(); } }
private void FadePreference(bool _triger) { UIFader fader = preferenceWindow.GetComponent <UIFader>(); fader.OnOffRayCast(_triger); if (_triger) { fader.FadeIn(); } else { fader.FadeOut(); } }
public void getBack() { if (Time.timeScale >= 0.1f) { if (fader) { fader.FadeOut(0.2f); } Destroy(this.gameObject, 0.2f); } else { Destroy(this.gameObject); } }
public void Deselect() { isSelecting = false; oldIntensity = LanternLight.intensity; if (audioS && HideSound) { audioS.clip = HideSound; audioS.volume = HideVolume; audioS.Play(); } if (LanternGO.activeSelf) { StartCoroutine(UIFader.FadeOut(2)); StartCoroutine(DeselectCoroutine()); } }
public void Awake() { LeanTween.reset(); LeanTween.init(800); startfading.FadeOut(); Destroy(startfading.gameObject, 0.6f); GameObject levelLoader = Instantiate(LevelLoader); _levelLoader = levelLoader.GetComponent <LevelLoader>(); if (levelsContainer && horizontalContainer && levelBubble) { string loadedJsonFile = Resources.Load <TextAsset>("levels").text; LevelsContainer levelsInJson = JsonUtility.FromJson <LevelsContainer>(loadedJsonFile); //We instanciate the matrix that will contain all the buttons uibuttons = new UIButton[(Mathf.Min(levelsInJson.levels.Length, ActualSave.actualSave.NextLevel() + 1) / 4) + 1][]; for (int i = 0; i < uibuttons.Length; i++) { uibuttons[i] = new UIButton[4]; } //FIRST LOOP GameObject actualContainer = Instantiate(horizontalContainer, levelsContainer.transform); firstBubble = Instantiate(levelBubble, actualContainer.transform); firstBubble.GetComponent <levelBubbleHandlerScript>().setData(levelsInJson.levels[0], 1); int modifier = ((Mathf.Min(ActualSave.actualSave.NextLevel() + 1, levelsInJson.levels.Length) % 4 > 0) ? 1 : 0); //Debug.Log("Resultat du calcul : " + Mathf.Min(ActualSave.actualSave.NextLevel() + 1, levelsInJson.levels.Length) % 4); levelsContainer.GetComponent <RectTransform>().sizeDelta = new Vector2(700f, ((Mathf.Min(ActualSave.actualSave.NextLevel() + 1, levelsInJson.levels.Length) / 4f + modifier) * 133f + 20f)); levelsContainer.GetComponent <RectTransform>().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, ((Mathf.Min(ActualSave.actualSave.NextLevel() + 1, levelsInJson.levels.Length) / 4f + modifier) * 133f + 20f)); //We enter the first element in the matrix uibuttons[0][0] = firstBubble.GetComponent <levelBubbleHandlerScript>().getButton(); //THEN ITERATION //This will be the row number int j = 0; for (int i = 1; i < Mathf.Min(levelsInJson.levels.Length, ActualSave.actualSave.NextLevel() + 1); i++) { if (i % 4 == 0) { j++; actualContainer = Instantiate(horizontalContainer, levelsContainer.transform); } if (i == levelsInJson.levels.Length - 1) { //The only thing that changes is that we store it in a global variable lastBubble = Instantiate(levelBubble, actualContainer.transform); lastBubble.GetComponent <levelBubbleHandlerScript>().setData(levelsInJson.levels[i], i + 1); uibuttons[j][i % 4] = lastBubble.GetComponent <levelBubbleHandlerScript>().getButton(); } else { GameObject created = Instantiate(levelBubble, actualContainer.transform); created.GetComponent <levelBubbleHandlerScript>().setData(levelsInJson.levels[i], i + 1); uibuttons[j][i % 4] = created.GetComponent <levelBubbleHandlerScript>().getButton(); } } //We will now define the navigation of all buttons for (j = 0; j < uibuttons.Length; j++) { for (int i = 0; i < 4; i++) { if (uibuttons[j][i]) { //Horizontal movement if (i == 0) //Left { if (uibuttons[j][i + 1]) { uibuttons[j][i].rightButton = uibuttons[j][i + 1]; } } else if (i == 3) //Right { if (uibuttons[j][i - 1]) { uibuttons[j][i].leftButton = uibuttons[j][i - 1]; } if (ActualSave.actualSave.NextLevel() >= 12) { uibuttons[j][i].rightButton = bar; } else { uibuttons[j][i].rightButton = bar.rightButton; } } else //Center { if (uibuttons[j][i - 1]) { uibuttons[j][i].leftButton = uibuttons[j][i - 1]; } if (uibuttons[j][i + 1]) { uibuttons[j][i].rightButton = uibuttons[j][i + 1]; } } //We handle the case of the last button if (j * 4 + i == ActualSave.actualSave.NextLevel() || j * 4 + i == ActualSave.actualSave.NextLevel() - 1) { if (ActualSave.actualSave.NextLevel() >= 12) { uibuttons[j][i].rightButton = bar; } else { uibuttons[j][i].rightButton = bar.rightButton; } } //Vertical movement if (j == 0) //Top { if (j + 1 <= uibuttons.Length - 1) { uibuttons[j][i].downButton = uibuttons[j + 1][i]; } } else if (j == uibuttons.Length - 1)//Bottom { if (j - 1 >= 0) { uibuttons[j][i].upButton = uibuttons[j - 1][i]; } } else //Center { if (j + 1 <= uibuttons.Length - 1) { uibuttons[j][i].downButton = uibuttons[j + 1][i]; } if (j - 1 >= 0) { uibuttons[j][i].upButton = uibuttons[j - 1][i]; } } } } } stateMachine.firstSelected = firstBubble.GetComponent <levelBubbleHandlerScript>().getButton(); stateMachine.firstSelected.changeState(UIButton.SELECTED); //events.firstSelectedGameObject = firstBubble.GetComponent<levelBubbleHandlerScript>().getButton(); size = ActualSave.actualSave.NextLevel() / 4 - 1; /// A REVOIR ----------------------------------------- initialAnchor = levelsContainer.GetComponent <RectTransform>().anchoredPosition.y; if (ActualSave.actualSave.NextLevel() < 12) { bar.rightButton.leftButton = uibuttons[0][(uibuttons[0][3]) ? 3 : (uibuttons[0][2]) ? 2 : (uibuttons[0][1]) ? 1 : 0]; bar.isActive = false; Destroy(bar.gameObject); scrollRect.anchoredPosition = new Vector2(scrollRect.anchoredPosition.x, -scrollRect.sizeDelta.y / 2); backButton.leftButton = (uibuttons[0][3]) ? uibuttons[0][2]: (uibuttons[0][2]) ? uibuttons[0][1] : uibuttons[0][0]; } else { bar.nbSteps = size + 1; bar.size = (1f / size) * 4f; bar.value = 0; bar.Refresh(); } } }
public void fadeAgain() { fader.FadeOut(0.3f); }
private IEnumerator FadeOut(float showTimeSecs) { yield return(new WaitForSeconds(showTimeSecs)); yield return(uiFader.FadeOut()); }
IEnumerator Blink() { yield return(new WaitUntil(() => UIFader.canFadeOut)); StartCoroutine(UIFader.FadeOut(FadeSpeed)); }
public void FadeOut() { UIFader.SetBlinkTime(0); StartCoroutine(UIFader.FadeOut(FadeSpeed)); }
public void HideCanvas() { StartCoroutine(uiFader.FadeOut()); canvasGroup.interactable = false; }
public void IntialHide() { uif.FadeOut(0); }
IEnumerator DisplayConversation(Conversation convo) { // Initialize the conversation convo.Init(); // get the current dialogue DialogueNode current = convo.current; // Safety in case this conversation is empty if (!current) { Debug.LogError("Tried to start empty conversation!"); } ConversationInProgress = true; DialogueManager.Instance.SetState(DialogueManager.GameState.Dialogue); // Clear text box DialogueText.text = ""; NameText.text = ""; // And show it Fader.FadeIn(); // Wait to make sure it's shown yield return(new WaitForSeconds(Fader.FadeInTime)); // while there's still dialogue to be had while (current != null) { // Show the dialogue yield return(StartCoroutine(DisplayDialogue(current))); // attempt to move to the next node if (convo.Next()) { // if we can, set it to current current = convo.current; } else { // otherwise, the conversation is over current = null; // hide the text box Fader.FadeOut(); // wait to make sure it's gone yield return(new WaitForSeconds(Fader.FadeOutTime)); } } ConversationInProgress = false; // Dispatch an event saying this conversation is over EventDispatcher.Dispatch(ConversationEvent.Prepare(convo, false)); // Return the game state to gameplay DialogueManager.Instance.SetState(DialogueManager.GameState.Gameplay); }
public void HideMenuUI() { mainMenuParent.FadeOut(0); levelSelectParent.FadeOut(0); logo.FadeOut(0); }
public void FadeOut() { fader?.FadeOut(); }