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fadeToBlack

Definition


-- @/lua/ge/extensions/ui/fadeScreen.lua:13

-- screenData = content {image, title, text} that is displayed during the pause phase
local function fadeToBlack(fade, screenData, args)
  fade = fade or 1
  args = args or {}
  local params = {
    -- fade to and stop on black
    fadeIn = fade,
    -- pause = cycleArgs.pause or 1e6,
    pause = cycleArgs.pause or -1,
    -- fadeOut = cycleArgs.fadeOut and 1e6 or 0,
    fadeOut = cycleArgs.fadeOut or 0,
    data = screenData
  }
  -- guihooks.trigger('ChangeState', {state = 'fadeScreen', params = params})
  guihooks.trigger("LoadingScreen", { active = true, custom = params })

  if headless_mode then -- in headless mode, skip this as there's no UI
    extensions.hook("onScreenFadeState", 1)
  end

  if args.useGlobalAudioFade == nil or args.useGlobalAudioFade then
    SFXSystem.setGlobalParameter("g_FadeTimeMS", fade * 1000) -- fade is in seconds, convert to milliseconds
    SFXSystem.setGlobalParameter("g_GameLoading", 1)
  end
end

Callers

@/lua/ge/extensions/ui/fadeScreen.lua
  cycleArgs.args = args or {}
  fadeToBlack(cycleArgs.fadeIn, screenData, args)
end
@/lua/ge/extensions/gameplay/crashTest/scenarioManager.lua

local function fadeToBlack(job, callbackOneFunc, callbackTwoFunc)
  if deactivateVehiclesFromOtherSteps and currentStepIndex > 0 then
@/lua/ge/extensions/flowgraph/nodes/ui/fadeToBlack.lua
  self:setDurationState('started')
  ui_fadeScreen.fadeToBlack(self.pinIn.duration.value)
end