Beispiel #1
0
    public override IEnumerator Execute()
    {
        yield return(EventFlashScreen.c(.15f).Execute());

        yield return(EventFlashScreen.c(.15f).Execute());

        oldMusic  = Global.s.ActiveBGM;
        oldVolume = Global.s.ActiveBGMVolume;
        AudioController.instance.PlayBGM((int)BGM.NONE, .4f);
        yield return(EventBlinds.c.Execute());

        BattleController.instance.InitBattle(battle);
        yield return(EventWait.c(1f).Execute());

        yield return(EventFade.c(-1f, Color.black).NoYield.Execute());

        CameraBlinds.instance.HideBlinds();
        yield return(EventTextboxClose.c.Execute());

        yield return(EventWait.c(1f).Execute());

        BattleController.instance.StartBattle();
        yield return(new WaitUntil(() => BattleController.instance.curBattle == Battles.None));

        yield return(EventFade.c(1f).Execute());

        BattleController.instance.FinishedBattle();
        AudioController.instance.PlayBGM(oldMusic, oldVolume);
        yield return(EventFade.c(-1f).Execute());
    }
Beispiel #2
0
        public Elevator()
        {
            ElevatorState = State.Wait;

            WaitFloors = new List <Floor>();
            for (int i = 1; i <= 10; ++i)
            {
                WaitFloors.Add(new Floor(i));
            }

            ComeToFloors = new List <Floor>();
            for (int i = 1; i <= 10; ++i)
            {
                ComeToFloors.Add(new Floor(i));
            }

            Doors = new Doors();

            CurrentFloor = 0;

            go = 0;

            EventGoUp              += GoUp;
            EventGoDown            += GoDown;
            EventWaitWithOpenDoors += WaitWithOpenDoors;
            EventWait              += Wait;
            EventOpen              += Open;
            EventClose             += Close;

            EventWait?.Invoke();
        }
Beispiel #3
0
        public void SetWaitFloor(int i)
        {
            WaitFloors[i - 1].SetWait();

            if (ElevatorState == State.Wait)
            {
                EventWait?.Invoke();
            }
        }
Beispiel #4
0
    public override IEnumerator Execute()
    {
        //yield return EventFade.c(3f).Execute();
        Credits.StartPlaying();
        yield return(EventFade.c(-.4f).Execute());

        yield return(new WaitUntil(() => Credits.Finished));

        yield return(EventWait.c(1f).Execute());

        Global.ResetLevel();
    }
Beispiel #5
0
    IEnumerator GameOverPlay()
    {
        yield return(EventWait.c(1f).Execute());

        yield return(EventFade.c(1f).Execute());

        KeepCameraInBounds.instance.objectToFollow = instance.gameOverScreenObject;
        yield return(EventBGM.c(BGM.GameOver, .4f).Execute());

        yield return(EventFade.c(-.4f).Execute());

        yield return(new WaitUntil(() => InputController.JustPressed(Action.Any)));

        yield return(EventFade.c(2f).Execute());

        yield return(EventBGM.c(BGM.NONE).Execute());

        yield return(EventWait.c(.2f).Execute());

        //KeepCameraInBounds.instance.objectToFollow = WorldspaceUI.instance.MainMenu_Selected.transform.parent.gameObject;

        Global.ResetLevel();
    }
 public void CallEventWait()
 {
     EventWait?.Invoke();
 }