Beispiel #1
0
    IEnumerator StartBattle()
    {
        CameraFX.ZoomIn(1f);
        yield return(new WaitForSecondsRealtime(0.5f));

        CameraFX.FadeIn();
        camScript.enabled = false;
        yield return(new WaitForSecondsRealtime(1f));

        CameraFX.ResetRenderScreen();
        CameraFX.FadeOut();
        camScript.enabled = false;
        Time.timeScale    = 1;
        BattleScene.instance.StartBattle();
    }
Beispiel #2
0
    IEnumerator Cinematic()
    {
        yield return(new WaitForSeconds(1));

        CameraFX.Screenshake(1, 0.2f, 0.2f);
        AudioManager.PlayOneShot(dragonRoarSound);
        yield return(new WaitForSeconds(1.5f));

        CameraFX.FadeSpeed = 2f;
        CameraFX.FadeIn();
        yield return(new WaitForSeconds(1f));

        VideoManager.instance.SetVideoClip(clip);
        VideoManager.instance.Play();
        PlayerData.player.controller.enabled = false;

        while (!VideoManager.instance.IsPlaying())
        {
            yield return(new WaitForSeconds(1f));
        }

        GameManager.PlayCanvas.enabled = false;
        CameraFX.FadeSpeed             = 4f;
        CameraFX.FadeOut();

        while (VideoManager.instance.IsPlaying())
        {
            yield return(new WaitForSeconds(1f));
        }
        for (int i = 0; i < GameManager.PlayCanvas.transform.childCount; i++)
        {
            if (GameManager.PlayCanvas.transform.GetChild(i).gameObject.name != "ScreenFade")
            {
                GameManager.PlayCanvas.transform.GetChild(i).gameObject.SetActive(false);
            }
        }
        GameManager.PlayCanvas.enabled = true;
        CameraFX.FadeIn();
        yield return(new WaitForSeconds(1f));

        VideoManager.instance.Stop();
        Destroy(VideoManager.instance.gameObject);
        AsyncOperation levelLoad = GameManager.instance.loadScene(0);

        levelLoad.allowSceneActivation = true;
    }
    public IEnumerator Respawn()
    {
        CameraFX.FadeIn();
        body.velocity = Vector2.zero;
        yield return(new WaitForSeconds(0.4f));

        transform.position       = new Vector2(respawnLocation.position.x, respawnLocation.GetComponent <SpriteRenderer>().bounds.max.y);
        body.velocity            = Vector2.zero;
        jumping                  = false;
        melodyData.currentMelody = null;
        CancelPlayingMelody();
        health = 3;
        respawnLocation.GetComponent <Campfire>().mb.CalculateMapBounds();
        respawnLocation.GetComponent <Campfire>().mb.UpdateMapBounds();
        Camera.main.GetComponent <CameraFollow2D>().UpdateToMapBounds();
        CameraFX.FadeOut();
        GameManager.instance.switchState(new PlayState(GameManager.instance));
    }
Beispiel #4
0
    IEnumerator EnterHouse()
    {
        if (elevator)
        {
            Animator anim = transform.parent.GetComponent <Animator>();
            anim.SetTrigger("Open");
            StartCoroutine(ElevatorFadePlayer(2));
            yield return(new WaitForSeconds(1f));
        }
        CameraFX.FadeIn();
        AudioManager.PlayOneShot(audioOnUse);
        yield return(new WaitForSeconds(1f));

        player.transform.position = houseLocation.position;


        if (elevator)
        {
            StopAllCoroutines();
            player.GetComponent <SpriteRenderer>().color = Color.white;
        }

        if (GetComponent <SpriteRenderer>() != null)        // Flip the player sprite if they are entering a house
        {
            player.transform.localScale = new Vector3(player.transform.localScale.x * spawnDirection, player.transform.localScale.y, player.transform.localScale.z);
        }
        mb.CalculateMapBounds();
        mb.UpdateMapBounds();

        GameManager.instance.switchState(new TransitionState(GameManager.instance));

        CameraFollow2D camScript = Camera.main.GetComponent <CameraFollow2D>();

        camScript.enabled = true;
        camScript.ActivateTransition();
        camScript.UpdateToMapBounds();
        CameraFX.FadeOut();
    }
Beispiel #5
0
 void SwPlayState()
 {
     CameraFX.FadeIn();
     Camera.main.GetComponent <AudioSource>().Stop();
     GameManager.instance.StartCoroutine(Delay());
 }