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