Beispiel #1
0
    //private ParallaxManagerScript parallaxManagerScript;

    void Start()
    {
        depthTextObj.AddComponent <FadeCoroutine>();
        depthTextObjFadeScript = depthTextObj.GetComponent <FadeCoroutine>();
        depthTextObjFadeScript.startingAlpha    = 0.0f;
        depthTextObjFadeScript.endingAlpha      = 1.0f;
        depthTextObjFadeScript.timeToTransition = GameManagerScript.UI_FADE_TIME;
        depthTextObjFadeScript.imageColor       = depthTextObjFadeScript.GetComponent <Text>().color;
        depthTextObjFadeScript.isText           = true;
        StartCoroutine(depthTextObjFadeScript.fade());

        if (GameManagerScript.getGameManagerScript() == null)
        {
            Instantiate(gameManagerPrefab, new Vector3(), Quaternion.identity);
            GameManagerScript.getGameManagerScript().startGame();
        }

        //parallaxManagerScript = GameManagerScript.getGameManagerScript().GetComponent<ParallaxManagerScript>();

        GameManagerScript.getGameManagerScript().getHeightManager().getMovementScript().velocity = diveVelocity;
        //StartCoroutine(updatePlayScene());
    }
Beispiel #2
0
    void Start()
    {
        tapToPlayTextObj.SetActive(false);
        parallaxScript = GetComponent <OpeningParallaxScript>();
        parallaxScript.startAnimation();

        titleTextObj.AddComponent <FadeCoroutine>();
        titleTransitionScript = titleTextObj.GetComponent <FadeCoroutine>();
        titleTransitionScript.startingAlpha    = 1.0f;
        titleTransitionScript.endingAlpha      = 0.0f;
        titleTransitionScript.timeToTransition = GameManagerScript.UI_FADE_TIME;
        titleTransitionScript.imageColor       = titleTransitionScript.GetComponent <Text>().color;
        titleTransitionScript.isText           = true;

        tapToPlayTextObj.AddComponent <FadeCoroutine>();
        tapToPlayTransitionScript                        = tapToPlayTextObj.GetComponent <FadeCoroutine>();
        tapToPlayTransitionScript.endingAlpha            = 0.0f;
        tapToPlayTransitionScript.timeToTransition       = GameManagerScript.UI_FADE_TIME;
        tapToPlayTransitionScript.imageColor             = tapToPlayTextObj.GetComponent <Text>().color;
        tapToPlayTransitionScript.isText                 = true;
        tapToPlayTransitionScript.destoryAfterTransition = true;

        StartCoroutine(updateHomeScene());
    }