Forum begins after the advertisement:
Search Results for 'fader'
-
Search Results
-
Hi, i am trying out the Part 9.5 project files the project worked fine but all the ability is unlock so i delete all the save files in the folder
C:\Users\phamh\AppData\LocalLow\DefaultCompany\Metroidvania Tutorial
.View post on imgur.com
When i reload the project and open from Main Menu scene its normal but when i clicked Play the screen turned black and i can only hear sound in the background as in the video.
I have tried redownload the project files but its not working anymore.
Hello,
I am having issues with getting my scene transition to work. As no matter how many times I run into what should be the transition ‘doorway’ to the next scene, nothing happens at all. Any advice would be greatly appreciated!
Code Below:
Player Controller
<code>using System.Collections; using System.Collections.Generic; using UnityEngine; public class playerController : MonoBehaviour { [SerializeField] private float walkspeed = 1; [SerializeField] private float JumpForce = 45; private int JumpBufferCounter = 0; [SerializeField] private int JumpBufferFrames; private float CoyoteTimeCounter = 0; [SerializeField] private float CoyoteTime; private int AirJumpCounter = 0; [SerializeField] private int maxAirJumps; //Ground Check Settings [SerializeField] private Transform GroundCheckPoint; [SerializeField] private float GroundCheckY = 0.2f; [SerializeField] private float GroundCheckX = 0.5f; [SerializeField] private LayerMask WhatIsGround; //Dash Settings [SerializeField] private float dashSpeed; [SerializeField] private float dashTime; [SerializeField] private float dashCooldown; //Attack Settings [SerializeField] private Transform SideAttackTransform, UpAttackTransform, DownAttackTransform; [SerializeField] private Vector2 SideAttackArea, UpAttackArea, DownAttackArea; [SerializeField] private LayerMask AttackableLayer; [SerializeField] private float timeBetweenAttack; [SerializeField] private float damage; private int stepsXRecoiled, stepsYRecoiled; // Recoil Settings [SerializeField] private int recoilXSteps = 5; [SerializeField] private int recoilYSteps = 5; [SerializeField] private float recoilXSpeed = 100; [SerializeField] private float recoilYSpeed = 100; //Health Settings public int health; public int maxHealth; [SerializeField] GameObject DamagePart; [SerializeField] float hitFlashSpeed; [HideInInspector] public PlayerStateList pState; public Rigidbody2D rb; private Animator anim; private SpriteRenderer sr; private float xAxis, yAxis; private float gravity; private bool canDash = true; private bool dashed; private bool attack = false; private float timeSinceAttack; bool restoreTime; float restoreTimeSpeed; public static playerController Instance; private void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } Health = maxHealth; } // Start is called before the first frame update void Start() { pState = GetComponent<PlayerStateList>(); rb = GetComponent<Rigidbody2D>(); anim = GetComponent<Animator>(); gravity = rb.gravityScale; sr = GetComponent<SpriteRenderer>(); } private void OnDrawGizmos() { Gizmos.color = Color.red; Gizmos.DrawWireCube(SideAttackTransform.position, SideAttackArea); Gizmos.DrawWireCube(UpAttackTransform.position, UpAttackArea); Gizmos.DrawWireCube(DownAttackTransform.position, DownAttackArea); } // Update is called once per frame void Update() { if (pState.cutscene) return; GetInputs(); RestoreTimeScale(); UpdateJumpVariables(); if (pState.Dashing) return; Flip(); Move(); Jump(); StartDash(); Attack(); Recoil(); FlashWhileInvincible(); } private void FixedUpdate() { if (pState.Dashing || pState.cutscene) return; Recoil(); } void GetInputs() { xAxis = Input.GetAxisRaw("Horizontal"); yAxis = Input.GetAxisRaw("Vertical"); attack = Input.GetButtonDown("attack"); } void Flip() { if (xAxis < 0) { transform.localScale = new Vector2(-Mathf.Abs(transform.localScale.x), transform.localScale.y); pState.lookingRight = false; } else if (xAxis > 0) { transform.localScale = new Vector2(Mathf.Abs(transform.localScale.x), transform.localScale.y); pState.lookingRight = true; } } private void Move() { rb.velocity = new Vector2(walkspeed * xAxis, rb.velocity.y); anim.SetBool("Walking", rb.velocity.x != 0 && Grounded()); } void StartDash() { if (Input.GetButtonDown("Dash") && canDash && !dashed) { StartCoroutine(Dash()); dashed = true; } if (Grounded()) { dashed = false; } } IEnumerator Dash() { canDash = false; pState.Dashing = true; anim.SetTrigger("Dashing"); rb.gravityScale = 0; rb.velocity = new Vector2(transform.localScale.x * dashSpeed, 0); yield return new WaitForSeconds(dashTime); rb.gravityScale = gravity; pState.Dashing = false; yield return new WaitForSeconds(dashCooldown); canDash = true; } public IEnumerator WalkIntoNewScene(Vector2 _exitDir, float _delay) { pState.invincible = true; //If exit direction is upwards if (_exitDir.y > 0) { rb.velocity = JumpForce * _exitDir; } //If exit direction requires horizontal movement if (_exitDir.x != 0) { xAxis = _exitDir.x > 0 ? 1 : -1; Move(); } Flip(); yield return new WaitForSeconds(_delay); pState.invincible = false; pState.cutscene = false; } void Attack() { timeSinceAttack += Time.deltaTime; if(attack && timeSinceAttack >= timeBetweenAttack) { timeSinceAttack = 0; anim.SetTrigger("Attacking"); if(yAxis == 0 || yAxis < 0 && Grounded ()) { int _recoilLeftorRight = pState.lookingRight ? 1 : -1; Hit(SideAttackTransform, SideAttackArea, ref pState.recoilingX, Vector2.right * _recoilLeftorRight, recoilXSpeed); } else if(yAxis > 0) { Hit(UpAttackTransform, UpAttackArea, ref pState.recoilingY, Vector2.up, recoilYSpeed); } else if (yAxis < 0 && !Grounded()) { Hit(DownAttackTransform, DownAttackArea, ref pState.recoilingY, Vector2.down, recoilYSpeed); } } } void Hit(Transform _attackTransform, Vector2 _attackArea, ref bool _recoilBool, Vector2 _recoilDir, float _recoilStrength) { Collider2D[] objectsToHit = Physics2D.OverlapBoxAll(_attackTransform.position, _attackArea, 0, AttackableLayer); List<Enemy> hitEnemies = new List<Enemy>(); if (objectsToHit.Length > 0) { _recoilBool = true; } for (int i = 0; i < objectsToHit.Length; i++) { Debug.Log("Hit"); Enemy e = objectsToHit[i].GetComponent<Enemy>(); if (objectsToHit[i].GetComponent<Enemy>() != null) { objectsToHit[i].GetComponent<Enemy>().EnemyHit(damage, _recoilDir, _recoilStrength); } } } void Recoil() { if (pState.recoilingX) { if (pState.lookingRight) { rb.velocity = new Vector2(-recoilXSpeed, 0); } else { rb.velocity = new Vector2(recoilXSpeed, 0); } } if (pState.recoilingY) { rb.gravityScale = 0; if (yAxis < 0) { rb.velocity = new Vector2(rb.velocity.x, recoilYSpeed); } else { rb.velocity = new Vector2(rb.velocity.x, -recoilYSpeed); } AirJumpCounter = 0; } else { rb.gravityScale = gravity; } //stop recoil if (pState.recoilingX && stepsXRecoiled < recoilXSteps) { stepsXRecoiled++; } else { StopRecoilX(); } if (pState.recoilingY && stepsYRecoiled < recoilYSteps) { stepsYRecoiled++; } else { StopRecoilY(); } if (Grounded()) { StopRecoilY(); } } void StopRecoilX() { stepsXRecoiled = 0; pState.recoilingX = false; } void StopRecoilY() { stepsYRecoiled = 0; pState.recoilingY = false; } public void TakeDamage(float _damage) { Health -= Mathf.RoundToInt(_damage); StartCoroutine(StopTakingDamage()); } IEnumerator StopTakingDamage() { pState.invincible = true; GameObject _DamagePartParticles = Instantiate(DamagePart, transform.position, Quaternion.identity); Destroy(_DamagePartParticles, 1.5f); anim.SetTrigger("TakeDamage"); yield return new WaitForSeconds(1f); pState.invincible = false; } void FlashWhileInvincible() { if (pState.cutscene) return; sr.material.color = pState.invincible ? Color.Lerp(Color.white, Color.black, Mathf.PingPong(Time.time * hitFlashSpeed, 1.0f)) : Color.white; } void RestoreTimeScale() { if (restoreTime) { if (Time.timeScale < 1) { Time.timeScale += Time.unscaledDeltaTime * restoreTimeSpeed; } else { Time.timeScale = 1; restoreTime = false; } } } public void HitStopTime(float _newTimeScale, int _restoreSpeed, float _delay) { restoreTimeSpeed = _restoreSpeed; if (_delay > 0) { StopCoroutine(StartTimeAgain(_delay)); StartCoroutine(StartTimeAgain(_delay)); } else { restoreTime = true; } Time.timeScale = _newTimeScale; } IEnumerator StartTimeAgain(float _delay) { yield return new WaitForSecondsRealtime(_delay); restoreTime = true; } public int Health { get { return health; } set { if (health != value) { health = Mathf.Clamp(value, 0, maxHealth); } } } public bool Grounded() { if (Physics2D.Raycast(GroundCheckPoint.position, Vector2.down, GroundCheckY, WhatIsGround) || Physics2D.Raycast(GroundCheckPoint.position + new Vector3(GroundCheckX, 0, 0), Vector2.down, GroundCheckY, WhatIsGround) || Physics2D.Raycast(GroundCheckPoint.position + new Vector3(-GroundCheckX, 0, 0), Vector2.down, GroundCheckY, WhatIsGround)) { return true; } else { return false; } } void Jump() { if(Input.GetButtonUp("Jump") && rb.velocity.y > 0) { rb.velocity = new Vector2(rb.velocity.x, 0); pState.jumping = false; } anim.SetBool("Jumping", !Grounded()); if (!pState.jumping) { if (JumpBufferCounter >0 && CoyoteTimeCounter > 0) { rb.velocity = new Vector3(rb.velocity.x, JumpForce); pState.jumping = true; } else if(!Grounded() && AirJumpCounter < maxAirJumps && Input.GetButtonDown("Jump")) { pState.jumping = true; AirJumpCounter++; rb.velocity = new Vector3(rb.velocity.x, JumpForce); } } } void UpdateJumpVariables() { if (Grounded()) { pState.jumping = false; CoyoteTimeCounter = CoyoteTime; AirJumpCounter = 0; } else { CoyoteTimeCounter -= Time.deltaTime; } if (Input.GetButtonDown("Jump")) { JumpBufferCounter = JumpBufferFrames; } else { JumpBufferCounter--; } } }</code>
Game Manager:
<code>using System.Collections; using System.Collections.Generic; using UnityEngine; public class GameManager : MonoBehaviour { public string transitionedFromScene; public Vector2 platformingRespawnPoint; public static GameManager Instance {get; private set;} private void Awake() { if(Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } DontDestroyOnLoad(gameObject); } } </code>
Scene Fader
<code>using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class SceneFader : MonoBehaviour { [SerializeField] public float fadeTime; private Image fadeOutUIImage; public enum FadeDirection { In, Out } private void Awake() { fadeOutUIImage = GetComponent<Image>(); } public IEnumerator Fade(FadeDirection _fadeDirection) { float _alpha = _fadeDirection == FadeDirection.Out ? 1 : 0; float _fadeEndValue = _fadeDirection == FadeDirection.Out ? 0 : 1; if (_fadeDirection == FadeDirection.Out) { while (_alpha >= _fadeEndValue) { SetColorImage(ref _alpha, _fadeDirection); yield return null; } fadeOutUIImage.enabled = false; } else { fadeOutUIImage.enabled = true; while (_alpha <= _fadeEndValue) { SetColorImage(ref _alpha, _fadeDirection); yield return null; } } } public IEnumerator FadeAndLoadScene(FadeDirection _fadeDirection, string _sceneToLoad) { fadeOutUIImage.enabled = true; yield return Fade(_fadeDirection); SceneManager.LoadScene(_sceneToLoad); } void SetColorImage(ref float _alpha, FadeDirection _fadeDirection) { fadeOutUIImage.color = new Color(fadeOutUIImage.color.r, fadeOutUIImage.color.g, fadeOutUIImage.color.b, _alpha); _alpha += Time.deltaTime * (1 / fadeTime) * (_fadeDirection == FadeDirection.Out ? -1 : 1); } } </code>
Scene Transition:
<code> using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class SceneTransition : MonoBehaviour { [SerializeField] private string transitionTo; [SerializeField] private Transform startPoint; [SerializeField] private Vector2 exitDirection; [SerializeField] private float exitTime; private void Start() { if (GameManager.Instance.transitionedFromScene == transitionTo) { playerController.Instance.transform.position = startPoint.position; StartCoroutine(playerController.Instance.WalkIntoNewScene(exitDirection, exitTime)); } StartCoroutine(UIManager.Instance.sceneFader.Fade(SceneFader.FadeDirection.Out)); } private void OnTriggerEnter2D(Collider2D _other) { if (_other.CompareTag("Player")) { GameManager.Instance.transitionedFromScene = SceneManager.GetActiveScene().name; playerController.Instance.pState.cutscene = true; playerController.Instance.pState.invincible = true; StartCoroutine(UIManager.Instance.sceneFader.FadeAndLoadScene(SceneFader.FadeDirection.In, transitionTo)); } } } </code>
UI Manager
<code>using System.Collections; using System.Collections.Generic; using UnityEngine; public class UIManager : MonoBehaviour { public SceneFader sceneFader; public static UIManager Instance; private void Awake() { if (Instance != null && Instance != this) { Destroy(gameObject); } else { Instance = this; } DontDestroyOnLoad(gameObject); sceneFader = GetComponentInChildren<SceneFader>(); } } </code>
Hi everyone, I’m on the way to make the scene fading but got some trouble with it now. Firstly when I start the game, the image not was render under the game build like the video. Don’t know that does I miss anything in the video. Here is the scene fader of my
and here is the Inspector of it If i turn off the image and start the game, there is some error happend in the console the first two error happand with start of the game. The third error happend when I get to the scene transition point. My character keep moving and the error happend. Here is the scene transition code<code>using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class SceneTransition : MonoBehaviour { // Start is called before the first frame update [SerializeField] private string transitionTo; [SerializeField] private Transform startPoint; [SerializeField] private Vector2 directionExit; [SerializeField] private float exitTime; private void Start() { if (transitionTo == GameManager.Instance.transitionFromScene) { Move.Instance.transform.position = startPoint.position; StartCoroutine(Move.Instance.WalktonewScene(directionExit,exitTime)); } StartCoroutine(UIManager.Instance.sceneFading.Fade(SceneFading.fadeDirection.Out)); } private void OnTriggerEnter2D(Collider2D _other) { if (_other.CompareTag("Player")) { GameManager.Instance.transitionFromScene = SceneManager.GetActiveScene().name; Move.Instance.playerStateList.incutscene = true; StartCoroutine(UIManager.Instance.sceneFading.FadeAndLoadScene(SceneFading.fadeDirection.In,transitionTo)); } } } </code>
the scenefading script
<code>using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; public class SceneFading : MonoBehaviour { [SerializeField] private float fadeTime; private Image fadeoutUIImage; public enum fadeDirection { In, Out } // Start is called before the first frame update void Awake() { fadeoutUIImage = GetComponent<Image>(); } // Update is called once per frame void Update() { } public IEnumerator Fade(fadeDirection _fadeDirection) { float _alpha = _fadeDirection == fadeDirection.Out ? 1 : 0; float _fadeEndValue = _fadeDirection == fadeDirection.Out ? 0 : 1; if (_fadeDirection == fadeDirection.Out) { while (_alpha >= _fadeEndValue) { setColorImage(ref _alpha,_fadeDirection); yield return null; } fadeoutUIImage.enabled = false; } else { fadeoutUIImage.enabled = true; while(_alpha <= _fadeEndValue) { setColorImage(ref _alpha,_fadeDirection); yield return null; } } } public IEnumerator FadeAndLoadScene(fadeDirection _fadeDirection, string _sceneToLoad) { fadeoutUIImage.enabled = true ; yield return Fade(_fadeDirection); SceneManager.LoadScene(_sceneToLoad); } void setColorImage(ref float _alpha, fadeDirection _fadeDirection) { fadeoutUIImage.color = new Color(fadeoutUIImage.color.r, fadeoutUIImage.color.g, fadeoutUIImage.color.b, _alpha); _alpha += Time.deltaTime * (1/fadeTime) * (_fadeDirection == fadeDirection.Out ? -1 : 1); } } </code>
I already change the start from scene fading to the Awake but still cannot fix the null refference. Can you guys help me to make the black image render behind the game and fix this bug?
Advertisement below: