// Update is called once per frame void Update() { if (!_scoresFilledIn) { if (Globals.Network != null) { // Wait until we have server data if (Globals.Network.CourseCompleteInfo == null) { // TODO: Add wait animation here return; } else { FillInScores(Globals.Network.CourseCompleteInfo.ObstacleScore, Globals.Network.CourseCompleteInfo.TimeScore); } } } else { // Make sure everything is setup before we start if (_flightCourse != null && _doneButton != null) { if (_animWaitTime > 0) _animWaitTime -= Time.deltaTime; if (_animWaitTime <= 0) { switch (_animPhase) { case AnimPhase.ParTime: DoParTime(); break; case AnimPhase.YourTimeReveal: DoYourTimeReveal(); break; case AnimPhase.YourTimeDisplay: DoYourTimeDisplay(); break; case AnimPhase.Obstacles: DoObstacles(); break; case AnimPhase.ObstaclesScore: DoObstaclesScore(); break; case AnimPhase.TimeBonus: DoTimeBonus(); break; case AnimPhase.TimeBonusScore: DoTimeBonusScore(); break; case AnimPhase.Total: DoTotal(); break; case AnimPhase.TotalScore: DoTotalScore(); break; case AnimPhase.Loot: DoLoot(); break; case AnimPhase.Done: _doneButton.enabled = true; break; case AnimPhase.Skip: DoParTime(); DoYourTimeReveal(); DoYourTimeDisplay(); DoObstacles(); DoObstaclesScore(); DoTimeBonus(); DoTimeBonusScore(); DoTotal(); DoTotalScore(); DoLoot(); _animPhase = AnimPhase.Done; break; } } } } }
void AnimWait(AnimPhase nextPhase) { _animPhase = nextPhase; _animWaitTime = _animStepTime; }
// Use this for initialization void Start() { Transform panel = transform.FindChild("Panel"); _currency = panel.FindChild("Currency").GetComponent<Text>(); _currencyDesc = panel.FindChild("CurrencyDesc").GetComponent<Text>(); _lootDisplay = panel.FindChild("Loot").GetComponent<Text>(); _timeDisplay = panel.FindChild("YourTime").GetComponent<Text>(); _parTimeDisplay = panel.FindChild("ParTime").GetComponent<Text>(); _doneButton = panel.FindChild("DoneButton").GetComponent<Button>(); _doneButton.onClick.AddListener(OnDoneButton); _doneButton.enabled = false; _currency.text = ""; _currencyDesc.text = ""; _lootDisplay.text = ""; _timeDisplay.text = ""; _parTimeDisplay.text = ""; _animPhase = AnimPhase.ParTime; _animWaitTime = _animStepTime; }