IEnumerator FadeOutIEnumerator()
    {
        for (float targetAlpha = fadeImage.canvasRenderer.GetAlpha(); targetAlpha > -0.1; targetAlpha -= 0.1f)
        {
            fadeImage.canvasRenderer.SetAlpha(targetAlpha);
            yield return(new WaitForSeconds(0.075f));
        }

        if (roomProgress.roomType == RoomProgress.RoomType.Shop || roomProgress.roomType == RoomProgress.RoomType.Staging)
        {
            roomProgress.ChangeRoomState(RoomProgress.RoomState.Completed);
        }
        else if (roomProgress.roomType == RoomProgress.RoomType.Boss)
        {
            roomProgress.ChangeRoomState(RoomProgress.RoomState.Active);
        }
        else
        {
            roomProgress.ChangeRoomState(RoomProgress.RoomState.QuirkChoice);
        }

        StopCoroutine(nameof(FadeInIEnumerator));
    }
Beispiel #2
0
    public void WaveCountCheck()
    {
        if (activeEnemies.Count > 0)
        {
            return;
        }

        if (totalWaveIndex < roomWaves.Length && spawningWave == false)
        {
            spawningWave = true;
            StartCoroutine(nameof(SpawnWaveCoroutine));
        }
        else if (totalWaveIndex == roomWaves.Length && spawningWave == false)
        {
            roomProgress.ChangeRoomState(RoomProgress.RoomState.Completed);
        }
    }
    IEnumerator FadeOutIEnumerator()
    {
        ColliderOff();

        for (float targetAlpha = quirk1UI.GetComponent <CanvasRenderer>().GetAlpha(); targetAlpha > -0.1; targetAlpha -= 0.1f)
        {
            //cardSelectColliders.SetActive(false);

            SetChildrenAlpha(targetAlpha, quirk1UI);
            SetChildrenAlpha(targetAlpha, quirk2UI);
            SetChildrenAlpha(targetAlpha, quirk3UI);
            SetChildrenAlpha(targetAlpha, pickQuirkText);
            yield return(new WaitForSeconds(0.05f));
        }

        currentRoomProgress.ChangeRoomState(RoomProgress.RoomState.Active);
        Invoke(nameof(TurnOffUI), 0.1f);
        StopCoroutine(nameof(FadeInIEnumerator));
    }