// ==================== END PLAYER-IN-TRAIN GAME STATE FUNCTIONS ==================== //



    // ==================== ANIMATIONS-TRANSITIONS FUNCTIONS ==================== //

    IEnumerator TriggerPreMinigameTwoCutsceneCoroutine()
    {
        yield return(m_CinematicScript.ActivateCinematicEffectCoroutine());

        yield return(m_PreMinigameTwoCutscene.CutsceneCoroutine());

        m_CinematicScript.ShowNextButton(MoveOnToMinigameTwo);
    }
Beispiel #2
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    IEnumerator PlayerEnterTrainCoroutine()
    {
        m_Player.SetActive(true);
        m_AudioSource.PlayOneShot(m_PlayerFootsteps);

        iTween.ScaleTo(m_Player, m_PlayerScale, m_PlayerMoveIntoTrainDuration);
        yield return(new WaitForSeconds(m_PlayerMoveIntoTrainDuration + 0.5f));

        iTween.FadeTo(m_Player, 0f, m_PlayerFadeDuration);
        yield return(new WaitForSeconds(m_PlayerFadeDuration + 0.5f));

        yield return(AnimateDoorsClosingCoroutine());

        m_CinematicScript.ShowNextButton(MoveToGameAction);
    }
    IEnumerator AnimateCutsceneCoroutine(bool hasPassedMinigame)
    {
        m_IsInPlay = false;

        if (hasPassedMinigame)
        {
            m_FeedbackText.text = "You got the seat!";
            m_ComboKeysBG.color = Color.green;
        }

        yield return(new WaitForSeconds(m_TimeDelayBeforeCutscene));

        iTween.FadeTo(m_CameraFadePanel, 1f, m_CameraFadeDuration);
        yield return(new WaitForSeconds(m_CameraFadeDuration + 0.5f));

        m_GamePanel.SetActive(false);

        yield return(m_CinematicScript.ActivateCinematicEffectCoroutine());

        yield return(m_CutsceneScript.CutsceneCoroutine());

        m_CinematicScript.ShowNextButton(MoveBackToMainGame);
    }
 public void TriggerMinigame()
 {
     m_CinematicScript.ShowNextButton(ShowButtonAfterBusBoardingCutscene);
 }