private YieldInstruction ShowMessage(string text)
        {
            const float showDuration = 0.9f;
            const float sustain      = 2.3f;
            const float hideDuration = 0.4f;
            const float idleScale    = 0.8f;

            _message.text = text;

            IEnumerator ShowMessageRoutine()
            {
                _message.gameObject.SetActive(true);
                _message.color = _message.color.Change(a: 0);
                _message.transform.localScale = Vector3.one * idleScale;

                yield return(DOTween.Sequence()
                             .Join(_message.transform.DOScale(1, showDuration))
                             .Join(_message.DOFade(1, showDuration))
                             .AppendInterval(sustain)
                             .Append(_message.transform.DOScale(idleScale, hideDuration))
                             .Join(_message.DOFade(0, hideDuration))
                             .WaitForCompletion());

                _message.gameObject.SetActive(false);
            }

            return(StartCoroutine(ShowMessageRoutine()));
        }
Beispiel #2
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    public IEnumerator StartCountdown(int countdownValue)
    {
        counting           = true;
        currCountdownValue = countdownValue;
        GameController.Instance.IncreaseTempo(0.025f);
        timer_text.DOFade(1, 0.5f);
        while (currCountdownValue >= 0)
        {
            yield return(new WaitForSeconds(1.0f));

            currCountdownValue--;
            timer_text.transform.DOShakeScale(0.1F, 0.5F, 2, 0, true);
            if (currCountdownValue == 3)
            {
                timer_text.DOColor(Color.red, 0.5f);
            }
            if (currCountdownValue == 0)
            {
                timer_text.DOFade(0.0f, 0.75f);
            }
        }
        StartCoroutine(StopCountdown());
        timer_text.DOColor(Color.white, 0.1f);
        counting = false;
    }
Beispiel #3
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    public void WriteInConsole(string textToWrite)
    {
        consoleText.DOFade(1, 0);
        consoleText.DOFade(0, 4f);

        consoleText.text = textToWrite;
    }
    private IEnumerator DisplaySuccessText()
    {
        successText.DOFade(1f, 1);
        yield return(new WaitForSeconds(2));

        successText.DOFade(0f, 1);
    }
Beispiel #5
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 private void Awake()
 {
     _image = GetComponent <Image>();
     _image.DOFade(0.0f, 0.0f);
     _text.DOFade(0.0f, 0.0f);
     _textName.DOFade(0.0f, 0.0f);
     _imageChild.DOFade(0.0f, 0.0f);
 }
Beispiel #6
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 void SwitchText(float transitionTime, string newText)
 {
     textChanging = true;
     _textBox.DOFade(0, transitionTime);   // fade current text out
     _textBox.text = newText;
     _textBox.DOFade(255, transitionTime); // fade new text in
     textChanging = false;
 }
Beispiel #7
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        public Sequence CoverIcon(bool cover)
        {
            var seq = DOTween.Sequence();

            seq.Join(blocker.DOFade(cover ? 1 : 0, duration));
            seq.Join(label.DOFade(cover ? 0 : 1, duration));

            return(seq);
        }
 private void OnTriggerEnter2D(Collider2D other)
 {
     if (other.tag == "Player")
     {
         anim.DOText(fullName, 1f, scrambleMode: ScrambleMode.All);
         anim.DOFade(1f, 0.25f);
         activated(true);
     }
 }
Beispiel #9
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    private IEnumerator Sequence(Promise promise)
    {
        _introductionCanvas.DOFade(0, 0);
        _welcomeText.DOFade(0, 0);
        _tutorialCanvas.DOFade(0, 0);

        _introductionCanvas.DOFade(1, .45f);

        var textsToShow = _welcomeBackTexts;

        if (PlayerPrefs.GetInt(PlayerPrefKey.IntroSeen, 0) == 0)
        {
            textsToShow = _introTexts;
            PlayerPrefs.SetInt(PlayerPrefKey.IntroSeen, 1);
        }

        foreach (var introText in textsToShow)
        {
            yield return(new WaitForSeconds(.45f));

            _welcomeText.text = introText;
            _welcomeText.DOFade(1f, .65f);

            yield return(new WaitForSeconds(1f + .08f * introText.Length));

            _welcomeText.DOFade(0, .85f);

            yield return(new WaitForSeconds(1f));
        }

        if (PlayerPrefs.GetInt(PlayerPrefKey.TutorialSeen, 0) == 0)
        {
            _figure.DOFade(0, .45f);

            yield return(new WaitForSeconds(1f));

            _tutorialCanvas.DOFade(1, .45f);

            yield return(new WaitForSeconds(6f));

            _tutorialCanvas.DOFade(0, .35f);

            PlayerPrefs.SetInt(PlayerPrefKey.TutorialSeen, 1);
        }

        yield return(new WaitForSeconds(.15f));

        _introductionCanvas.DOFade(0, .85f);

        yield return(new WaitForSeconds(1f));

        _curtainAnimator.SetTrigger("Open");

        yield return(new WaitForSeconds(1.5f));

        promise.Resolve();
    }
Beispiel #10
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 public void InformationText(string s)
 {
     if (_isDisplaying)
     {
         return;
     }
     _isDisplaying         = true;
     _informationText.text = s;
     _informationText.DOFade(1.0f, _textFadeTime).OnComplete(FadeTextOut);
 }
Beispiel #11
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        private IEnumerator ShowCycleMessage(DayTime cycle)
        {
            cycleMessage.alpha = 0f;
            cycleMessage.text  = GetCycleMessage(cycle);
            yield return(cycleMessage.DOFade(1f, 0.5f));

            yield return(new WaitForSeconds(5f));

            yield return(cycleMessage.DOFade(0f, 0.5f));
        }
Beispiel #12
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    void AnimateNoMoreCoinsText()
    {
        // Complete animations (if it's running)
        noEnoughCoinsText.transform.DOComplete();
        noEnoughCoinsText.DOComplete();

        noEnoughCoinsText.transform.DOShakePosition(3f, new Vector3(5f, 0f, 0f), 10, 0);
        noEnoughCoinsText.DOFade(1f, 3f).From(0f).OnComplete(() => {
            noEnoughCoinsText.DOFade(0f, 1f);
        });
    }
    public void Alert(string alert, float alertTime = ALERT_TIME)
    {
        AudioManager.instance.Play("Blip");

        m_alertText.text = alert;
        m_alertText.DOKill(true);
        m_alertText.transform.DOKill(true);
        m_alertText.rectTransform.DOKill(true);
        m_alertText.DOFade(1, alertTime / 2).OnComplete(() => m_alertText.DOFade(0, alertTime / 2));
        m_alertText.rectTransform.DOAnchorPosY(100, alertTime).OnComplete(() => m_alertText.rectTransform.anchoredPosition = Vector2.zero);
    }
Beispiel #14
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    public void Play()
    {
        var canvasGroup = GetComponent <CanvasGroup>();

        canvasGroup.DOFade(1, 0);
        canvasGroup.interactable   = true;
        canvasGroup.blocksRaycasts = true;
        bigText.DOFade(0, 0);
        text.DOFade(0, 0);
        StartCoroutine(Animation());
        FindObjectOfType <SkipButton>().StartSkip();
    }
 public void GoodFeedback(Action callback)
 {
     text.DOFade(1f, 0.25f).OnComplete(
         () =>
     {
         text.DOFade(0f, 0.5f).OnComplete(
             () =>
         {
             callback();
             text.color = startColor;
         });
     });
 }
Beispiel #16
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 public void ToggleRadio()
 {
     on = !on;
     if (on)
     {
         radioDisplay.enabled = on;
         radioDisplay.DOFade(1f, 0.25f);
     }
     else
     {
         radioDisplay.DOFade(0f, 0.25f).OnComplete(() => { radioDisplay.enabled = false; });
     }
     source.DOFade(on?startVolume:0f, 0.25f);
 }
Beispiel #17
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    private void Awake()
    {
        _curtainCanvas.DOFade(0, 0);
        _text.DOFade(0, 0);

        _gameOverView.gameObject.SetActive(false);
    }
Beispiel #18
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 public void ShowTimer(bool boolean, bool timeGoesOn, float fadeTime)
 {
     if (boolean)
     {
         timerText.DOFade(1.0f, fadeTime);
     }
     else
     {
         timerText.DOFade(0.0f, fadeTime);
         if (timeGoesOn)
         {
             SetPauseTimer(true);
         }
     }
 }
        void Start()
        {
            Text.alpha       = 0f;
            Background.color = Color.white;
            Foreground.color = new Color(1f, 1f, 1f, 0f);
            var anim = DOTween.Sequence()
                       .AppendInterval(1f)
                       .Append(Foreground.DOFade(1f, 1f))
                       .Insert(0.3f, Text.DOFade(1f, 1f))
                       .AppendCallback(() => Background.color = new Color(1f, 1f, 1f, 0f))
                       .AppendInterval(2f)
                       .Append(Text.DOFade(0f, 0.5f))
                       .Insert(3.2f, Background.DOFade(0f, 0.5f));

            anim.onComplete += () => gameObject.SetActive(false);
        }
Beispiel #20
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    public void SetIncreaseResourceText(int inceaseAmount)
    {
        string increaseText = "";

        if (inceaseAmount > 0)
        {
            increaseText += "+";
            Color c = Color.green;
            c.a        = 1;
            text.color = c;
        }
        else
        {
            Color c = Color.red;
            c.a        = 1;
            text.color = c;
        }

        increaseText += inceaseAmount.ToString();

        text.text = increaseText;

        transform.position = startPos;

        transform.DOLocalMoveY(50, 1);
        text.DOFade(0, 1);
    }
Beispiel #21
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 public void Show(TweenCallback onComplete)
 {
     _gameOverText.gameObject.SetActive(true);
     _overlay.DOFade(1f, 2f);
     _gameOverText.DOFade(1f, 2f).OnComplete(() =>
     {
         Timing.CallDelayed(2f, () =>
         {
             _gameOverText.DOFade(0, 2f).OnComplete(() =>
             {
                 _gameOverText.gameObject.SetActive(false);
                 _logo.DOFade(1f, 1f).OnComplete(onComplete);
             });
         });
     });
 }
Beispiel #22
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    // Start is called before the first frame update


    // Update is called once per frame
    void Update()
    {
        if (flowchart.GetBooleanVariable("showMoral"))
        {
            moralBG.DOFade(1, 5f);

            if (moralBG.color.a >= 0.9)
            {
                moralText.gameObject.SetActive(true);
                moralText.text = "Ending " + flowchart.GetIntegerVariable("ending") + ":\n" + flowchart.GetStringVariable("moral");
                moralText.DOFade(1, 8f);
                restartButton.SetActive(true);
            }

            Image[] buttonImages = restartButton.GetComponentsInChildren <Image>();
            Text    buttonText   = restartButton.GetComponentInChildren <Text>();

            foreach (Image ima in buttonImages)
            {
                ima.DOFade(1, 5f);
            }

            buttonText.DOFade(1, 5);
        }
        else
        {
            moralBG.DOFade(0, 2);
            moralText.gameObject.SetActive(false);
            moralText.alpha = 0;
            restartButton.SetActive(false);
        }
    }
Beispiel #23
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    /// <summary>
    /// This function helper for draw floating text on the screen.
    /// </summary>
    public void DrawFloatingText(string text, Vector2 position)
    {
        if (GameManager.IsGameOver())
        {
            return;
        }

        TMP_Text createdFloatingText = Instantiate(GameManager.Instance.GetGameSettings().FloatingTextPrefab, GetCanvas().transform);

        createdFloatingText.text = text;
        createdFloatingText.transform.localPosition = position;

        Sequence sequence = DOTween.Sequence();

        sequence.Join(createdFloatingText.transform.DOScale(Vector3.one, 0.5F));
        sequence.Join(createdFloatingText.transform.DOLocalMoveY(createdFloatingText.transform.localPosition.y + 250, 1));
        sequence.Join(createdFloatingText.DOFade(0, 0.5F).SetDelay(0.5F));

        sequence.OnComplete(() =>
        {
            Destroy(createdFloatingText.gameObject);
        });

        sequence.Play();
    }
Beispiel #24
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 public void EndGame()
 {
     BoardController.enabled = false;
     BlockManager.KillBlocks();
     EliminatedText.enabled = true;
     EliminatedText.transform.DOMoveY(1f, 1f);
     EliminatedText.DOFade(1f, 1f);
 }
Beispiel #25
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    private void Effect(float fadeTime)
    {
        TMP_Text effectText = Instantiate(timerText, transform).GetComponent <TMP_Text>();

        effectText.GetComponent <RectTransform>().DOScale(5f, fadeTime);
        effectText.DOFade(0.0f, fadeTime);
        Destroy(effectText, fadeTime);
    }
Beispiel #26
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        /// <summary>
        /// Animates the in.
        /// </summary>
        /// <param name="time">The time.</param>
        /// <param name="delay">The delay.</param>
        public void AnimateIn(float time = 0.5f, float delay = 0.0f)
        {
            if (instancedLineMaterial != null)
            {
                for (int i = 0; i < wireRenderer.Length; i++)
                {
                    wireRenderer[i].enabled = true;
                }

                instancedLineMaterial.DOKill();
                instancedLineMaterial.DOFloat(1.0f, "_Alpha", time).SetEase(Ease.InOutSine).SetDelay(delay);

                LabelWidth.DOFade(1.0f, time).SetEase(Ease.InOutSine).SetDelay(delay);
                LabelHeight.DOFade(1.0f, time).SetEase(Ease.InOutSine).SetDelay(delay);
                LabelDepth.DOFade(1.0f, time).SetEase(Ease.InOutSine).SetDelay(delay);
            }
        }
    private IEnumerator GameOverSequence()
    {
        yield return(new WaitForSeconds(0.5f));

        _gameOverText.text = "You've been consumed by the darkness";
        _gameOverText.DOFade(1f, 1.5f);

        yield return(new WaitForSeconds(1f + 1.5f));

        _gameOverText.DOFade(0f, 0.45f);

        yield return(new WaitForSeconds(0.5f + 0.45f));

        _gameOverText.text = "Your light shines no more";
        _gameOverText.DOFade(1f, 1.5f);

        yield return(new WaitForSeconds(0.5f + 1.5f));

        _gameOverText.DOFade(0f, 0.45f);

        yield return(new WaitForSeconds(0.5f + 0.45f));

        _gameOverText.text = string.Format("Game over\nYou survived for {0}", TimeUtil.SecondsToDigitalClock(GameManager.TimeScore));
        _gameOverText.DOFade(1f, 1.5f);

        yield return(new WaitForSeconds(1f + 1.5f));

        foreach (var button in _buttons)
        {
            button.gameObject.SetActive(true);
        }

        foreach (var buttonImage in _buttonImageGroups)
        {
            buttonImage.DOFade(1f, 0.45f);
        }

        yield return(new WaitForSeconds(0.45f));

        _joystickEventSystem.ScanForButtons();

        if (_buttons.Length > 0)
        {
            _joystickEventSystem.SetSelectedGameObject(_buttons[0].gameObject);
        }
    }
Beispiel #28
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 public void SetQuestionGreen()
 {
     answerSprite.enabled = true;
     answerSprite.Material.DOColor(SpecialGreen, 0.5f);
     hiddenQuestionSprite.Material.DOFade(0, 1);
     Label.alpha = 0;
     Label.DOFade(1, 0.6f);
     MegaphoneIcon.DOFade(0, 0.3f);
 }
Beispiel #29
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    private void Start()
    {
        var fadeAnimation = DOTween.Sequence();

        fadeAnimation.Append(madeBy0.DOFade(1, 1).SetLoops(2, LoopType.Yoyo));
        fadeAnimation.Append(madeBy1.DOFade(1, 1).SetLoops(2, LoopType.Yoyo));
        fadeAnimation.Append(madeBy2.DOFade(1, 1).SetLoops(2, LoopType.Yoyo));
        fadeAnimation.Append(madeBy3.DOFade(1, 1).SetLoops(2, LoopType.Yoyo));
        fadeAnimation.OnComplete(() => StartCoroutine(TextApear()));
    }
Beispiel #30
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    private IEnumerator Sequence()
    {
        var endY = transform.position.y + _floatDistance;

        transform.DOMoveY(endY, _floatDuration);

        yield return(new WaitForSeconds(0.8f));

        _textField.DOFade(0f, _floatDuration).OnComplete(() => Destroy(gameObject));
    }