Beispiel #1
0
    void ResetVariables()                                                                    // Every time we come back to this screen we reset the necessary variables
    {
        gameTime         = 0;                                                                //Reset the gametime (Used by treasure to easy reset)
        gameStartTimer   = 5;                                                                // Countdown to let the game start
        noSurvivorsTimer = noSurvivorsTimerMax;
        gameStartGO.GetComponent <Text>().text = Mathf.CeilToInt(gameStartTimer).ToString(); // Set the game timer immediately upon loading in
        gameStartGO.SetActive(true);
        circleBehindTimer.SetActive(true);                                                   // Turn on the circle behind the timer
        preGameText.SetActive(true);

        // Resets the state of the room
        roomState = 1;
        roomBG.GetComponent <Image>().sprite = originalRoomSprite;

        // Particle Reset Variables
        originalParticleColor = touchMarkerObjects[0].GetComponentInChildren <ParticleSystem>().startColor;
        originalParticleSize  = touchMarkerObjects[0].GetComponentInChildren <ParticleSystem>().startSize;

        helperCounterTriggerValue = Random.Range(2, 4);        // Reset the random value so we don't know which rounds he'll come out on
        helperCounter             = helperCounterTriggerValue; // Reset how many times we've called the helper

        noSurvivors.SetActive(false);                          // Make sure the no survivors warning is off

        // Setting the survivor timer
        sTimerMinutes = survivorTimerMax;
        sTimerSeconds = 0f;
        survivorTimer.GetComponent <Text>().text = Mathf.FloorToInt(sTimerMinutes).ToString("00") + ":" + Mathf.FloorToInt(sTimerSeconds % 60).ToString("00");
        survivorTimer.GetComponent <Text>().CrossFadeAlpha(0, 0f, false);
        survivorTimerBG.CrossFadeAlpha(0, 0f, false);
        survivorTimerTitle.CrossFadeAlpha(0, 0f, false);


        originalBGMusic = AudioManager.Instance.bgMusic.clip;
        AudioManager.Instance.bgMusic.Stop();
        AudioManager.Instance.bgMusic.clip = gameMusic;
        AudioManager.Instance.bgMusic.Play();

        win      = false;
        defaultZ = touchMarkerObjects[0].transform.position.z; // Sets up the default Z position for the touch marker objects

        foreach (GameObject g in touchMarkerObjects)
        {
            g.SetActive(false);
        }

        textGroup.FadeAlphaTo(1f, 0.25f);

        bibaRootAnimator = GameObject.Find("MenuStateMachine").GetComponent <Animator>();

        if (bibaRootAnimator.GetBool("ShowTagScan") == true) // If they've selected yes go to the AR moments
        {
            mainGameAnimator.SetBool("BibaPlayground", true);
        }

        if (bibaRootAnimator.GetBool("CustomPrizes") == true)
        {
            mainGameAnimator.SetBool("CustomPrizes", true);
        }
    }
Beispiel #2
0
 public virtual void AnimateEntry()
 {
     gameObject.SetActive(true);
     if (Animator != null && Animator.runtimeAnimatorController != null)
     {
         StartCoroutine(PlayAnimation(BibaMenuConstants.BIBA_MENU_ENTRY_ANIMATION_TRIGGER,
                                      BibaMenuConstants.BIBA_MENU_ENTRY_ANIMATION_STATE));
     }
     else if (CanvasGroup != null)
     {
         CanvasGroup.alpha = 0;
         CanvasGroup.FadeAlphaTo(1, .5f);
     }
 }
Beispiel #3
0
 public virtual void AnimateExit()
 {
     if (Animator != null && Animator.runtimeAnimatorController != null)
     {
         StartCoroutine(PlayAnimation(BibaMenuConstants.BIBA_MENU_EXIT_ANIMATION_TRIGGER,
                                      BibaMenuConstants.BIBA_MENU_EXIT_ANIMATION_STATE,
                                      () => gameObject.SetActive(false)));
     }
     else if (CanvasGroup != null)
     {
         CanvasGroup.FadeAlphaTo(0, .5f, 0, () => gameObject.SetActive(false));
     }
     else
     {
         gameObject.SetActive(false);
     }
 }
Beispiel #4
0
 public void FadeTo(float target)
 {
     canvasGroup.FadeAlphaTo(target, 0.5f, 0f);
 }