Beispiel #1
0
    private void Update()
    {
        if (TrainProgressManager.Instance.DestinationProgress > 0.25f && !firstBulletsEvent)
        {
            firstBulletsEvent = true;
            StartCoroutine(FirstBulletsEventSequence());
        }
        if (TrainProgressManager.Instance.DestinationProgress > 0.6f && !secondBulletsEvent)
        {
            secondBulletsEvent = true;
            StartCoroutine(SecondBulletsEventSequence());
        }

        if (TrainProgressManager.Instance.DestinationProgress > 0.75f && !declineEvent)
        {
            declineEvent = true;
            Scene2Sequencer.SetIncline(-2f);
        }

        if (TrainProgressManager.Instance.DestinationProgress > 0.95f && !declineEventEnded)
        {
            declineEventEnded = true;
            Scene2Sequencer.SetIncline(0f);
        }
    }
Beispiel #2
0
 private void Update()
 {
     if (TrainProgressManager.Instance.DestinationProgress > 0.1f && !firstInclineStarted)
     {
         firstInclineStarted = true;
         Scene2Sequencer.SetIncline(2f);
     }
     if (TrainProgressManager.Instance.DestinationProgress > 0.15f && !firstInclineEnded)
     {
         firstInclineEnded = true;
         Scene2Sequencer.SetIncline(0f);
     }
     if (TrainProgressManager.Instance.DestinationProgress > 0.25f && !secondInclineStarted)
     {
         secondInclineStarted = true;
         Scene2Sequencer.SetIncline(3f);
     }
     if (TrainProgressManager.Instance.DestinationProgress > 0.3f && !secondInclineEnded)
     {
         secondInclineEnded = true;
         Scene2Sequencer.SetIncline(0f);
     }
     if (TrainProgressManager.Instance.DestinationProgress > 0.525f && !trainEventStarted)
     {
         trainEventStarted = true;
         StartCoroutine(TrainEvent());
     }
     if (TrainProgressManager.Instance.DestinationProgress > 0.8f && !declineStarted)
     {
         declineStarted = true;
         Scene2Sequencer.SetIncline(-5f);
     }
     if (TrainProgressManager.Instance.DestinationProgress > 0.9f && !declineEnded)
     {
         declineEnded = true;
         Scene2Sequencer.SetIncline(0f);
     }
 }