Beispiel #1
0
 public void LoadCutscene12()
 {
     //WhiteFadeIn
     whitefader.FadeIn(0.5f);
     //LoadCustscene
     Invoke("LoadCutscene12afterwait", 0.5f);
 }
Beispiel #2
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    IEnumerator StartLevel()
    {
        blackOverlay.FadeIn(0.5f);
        HideMenuUI();
        yield return(new WaitForSeconds(0.5f));

        blackOverlay.FadeOut(0.5f);
        GameManager.instance.StartGame(selectedLevel);
        livesText.text = "LIVES: " + GameManager.instance.lives;
    }
 public void Select()
 {
     StartCoroutine(UIFader.FadeIn(2));
     FlashlightGO.SetActive(true);
     AnimationComp.Play(DrawAnim);
     isSelected = true;
 }
Beispiel #4
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    IEnumerator DisplayTimer()
    {
        uif.FadeIn(transitiontime);
        yield return(new WaitForSeconds(displayTime));

        uif.FadeOut(transitiontime);
    }
    private IEnumerator ReadAllDialogue()
    {
        while (startId >= 0)
        {
            nextDialogue = false;
            //We wait to make sure the proper dialogue is initialized
            LoadDialog(startId);
            m_TextMeshPro.text = "";
            yield return(new WaitUntil(() => dialogueMustStart == true));

            StartCoroutine("ReadLine");
            yield return(new WaitUntil(() => nextDialogue == true));
        }
        fader.FadeIn(0.5f);
        Invoke("OutOfSave", 0.5f);
    }
Beispiel #6
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 private void ShowError(string message)
 {
     error.text    = message;
     error.enabled = true;
     UIFader.CancelCurrent();
     UIFader.FadeIn(error, 0.1f);
     UIFader.FadeOut(error, 3.0f, 1.0f);
 }
Beispiel #7
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    IEnumerator BackToMenu()
    {
        blackOverlay.FadeIn(0.4f);
        yield return(new WaitForSeconds(0.4f));

        livesText.text = "";
        blackOverlay.FadeOut(0.4f);
        mainMenuParent.FadeIn(0.6f);
        logo.FadeIn(0);
    }
Beispiel #8
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    public void OnGameEnd(GameResult gr)
    {
        endgameMenuParent.FadeIn(0.3f);
        string title = "";

        switch (gr)
        {
        case GameResult.win: title = "VICTORY"; break;

        case GameResult.lose: title = "GAME OVER"; break;
        }
        GameObject.Find("EndgameText").GetComponent <Text> ().text = title;
    }
Beispiel #9
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    private void FadePreference(bool _triger)
    {
        UIFader fader = preferenceWindow.GetComponent <UIFader>();

        fader.OnOffRayCast(_triger);
        if (_triger)
        {
            fader.FadeIn();
        }
        else
        {
            fader.FadeOut();
        }
    }
Beispiel #10
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    private void ShowSelectedBlock(Block block)
    {
        string name = block.Name();

        selectedText.text = name;

        UIFader.CancelCurrent();

        UIFader.FadeIn(selectedPanel, 0.1f);
        UIFader.FadeIn(selectedText, 0.1f);

        UIFader.FadeOut(selectedPanel, 2.0f, 0.5f);
        UIFader.FadeOut(selectedText, 2.0f, 0.5f);
    }
Beispiel #11
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    private void FadeBackground(bool _triger)
    {
        UIFader background = root.GetComponent <UIFader>();

        background.OnOffRayCast(_triger);
        if (_triger)
        {
            background.FadeIn();
        }
        else
        {
            background.FadeOut();
        }
    }
Beispiel #12
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    public IEnumerator ShowLevelsAndSettings()
    {
        mainMenuParent.FadeOut(0.3f);
        yield return(new WaitForSeconds(0.3f));

        levelSelectParent.FadeIn(0.3f);
        GameManager.instance.LoadLevels();
        int i = 0;

        Object[] levels = Object.FindObjectsOfType(typeof(LevelToggleInfo));
        foreach (Object obj in levels)
        {
            LevelToggleInfo go = obj as LevelToggleInfo;
            if (go.gameObject.activeSelf)
            {
                Destroy(go.gameObject);
            }
        }
        foreach (Level l in GameManager.instance.levels)
        {
            GameObject go = Instantiate(levelToggle) as GameObject;
            go.SetActive(true);
            go.transform.SetParent(levelToggle.transform.parent, true);
            LayoutElement le = go.GetComponent <LayoutElement>();
            le.preferredHeight = le.transform.parent.transform.parent.GetComponent <RectTransform> ().rect.height / 4;
            go.transform.Find("Padding/LevelName").GetComponent <Text>().text = l.name;
            Toggle t = go.GetComponent <Toggle>();
            go.GetComponent <LevelToggleInfo>().id = i;
            t.onValueChanged.AddListener((v) => OnLevelChange());
            if (i == 0)
            {
                go.GetComponent <Toggle>().isOn = true;
            }
            else
            {
                go.GetComponent <Toggle>().isOn = false;
            }
            i++;
        }
        selectedLevel = 0;
        //wait for 1 frame, cause Content Size Fitter wont work right away
        yield return(new WaitForSeconds(0.05f));

        //scroll the list to the top
        Scrollbar scroll = GameObject.Find("LevelsScrollbar").GetComponent <Scrollbar> ();

        scroll.value = 1;
    }
Beispiel #13
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    public void OutOfSave(bool isNew = false)
    {
        //persistantHandler.GetComponent<InputHandler>().addObserver(this);

        if (isNew)
        {
            firstTimefade.FadeIn(2f);

            Invoke("LaunchCinematic", 2f);
        }
        else
        {
            this.GetComponentInParent <menuControllerScript>().StartMenuClose();
            this.GetComponent <UIFader>().FadeOut();
            _levelLoader.LoadNextLevel(-2); //We reload with the new selected save
        }
    }
Beispiel #14
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    private void LoadDialog(int _dialogueID)
    {
        //Plus tard on chargera un JSON
        string loadedJsonFile = Resources.Load <TextAsset>(ActualLanguage.actualLanguage.chosenLanguage.name).text;
        DialogueContainerOld dialoguesInJson = JsonUtility.FromJson <DialogueContainerOld>(loadedJsonFile);

        fader.FadeIn(0.3f);
        Invoke("afterFaded", 0.4f);

        int dialogueID = findDialogueByID(_dialogueID);

        startId = dialoguesInJson.dialogues[dialogueID].next;
        if (startId < 0)
        {
            waitForVideoToFinish  = true;
            videoPlayer.isLooping = false;
        }
        videoValue = dialoguesInJson.dialogues[dialogueID].backgroundVideo;
        Character dialogueCharacter = new Character();

        switch (dialoguesInJson.dialogues[dialogueID].character)
        {
        case "Ice": dialogueCharacter = dialogueCharacter.Ice();
            break;

        case "Earth":
            dialogueCharacter = dialogueCharacter.Earth();
            break;

        case "Death":
            dialogueCharacter = dialogueCharacter.Death();
            break;

        case "Wizard":
            dialogueCharacter = dialogueCharacter.Wizard();
            break;

        default:
            dialogueCharacter = dialogueCharacter.Fire();
            break;
        }

        dialogue1 = new OldDialogue(dialogueCharacter, dialoguesInJson.dialogues[dialogueID].lines, 0);
    }
Beispiel #15
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    public void Select()
    {
        showSprite  = true;
        isSelecting = true;
        LanternGO.SetActive(true);
        LanternLight.gameObject.SetActive(true);

        anim.Play(DrawAnim);

        if (audioS && ShowSound)
        {
            audioS.clip   = ShowSound;
            audioS.volume = ShowVolume;
            audioS.Play();
        }

        StartCoroutine(UIFader.FadeIn(2));
        StartCoroutine(SelectCoroutine());
    }
    public void OutOfSave(bool isNew = false)
    {
        if (isNew)
        {
            firstTimefade.FadeIn(1f);
            GameObject.FindGameObjectsWithTag("MusicHandler")[0].GetComponent <handleMusicScript>().setVolume(0.3f, 2f);
            Debug.Log("Working ");
            InvokeRealTime("LaunchCinematic", 2f);
        }
        else
        {
            GameObject.FindGameObjectsWithTag("InputHandler")[0].GetComponent <InputHandler>().addObserver(this);

            inOption = false;
            passCinematic.doEnable();
            //GoToStart();
            UpdateProgress();
        }
    }
Beispiel #17
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    async void WSReceiver()
    {
        WebSocketReceiveResult r = await cws.ReceiveAsync(buf, CancellationToken.None);

        res += Encoding.UTF8.GetString(buf.Array, 0, r.Count);
        // Debug.Log("GOT: " + Encoding.UTF8.GetString(buf.Array, 0, r.Count));
        if (r.EndOfMessage)
        {
            Debug.Log("END: " + res);
            Debug.Log(state);
            if (state == "getArticles")
            {
                GenerateArticlesInfos(res);
            }
            else if (res.Substring(1, 9) == "_AVRSAYS:")
            {
                happyFace.SetActive(true);
                fader.FadeIn(balloon.gameObject.GetComponentInParent <CanvasGroup>());
                balloon.textToSpeech = res.Substring(1, res.Length - 2).Remove(0, 9);
                StartCoroutine(Hide(false));
            }
            else if (res.Substring(1, 9) == "_SESSION:")
            {
                HideFace(res.Substring(1, res.Length - 2).Remove(0, 9));
            }
            else if (res.Substring(1, 9) == "_ARTICLE:")
            {
                qtInCart += 1;
                WSGetTotal();
            }
            else if (res.Substring(2, 9) == "cartPrice")
            {
                cartPrice = res.Substring(14, 5);
            }
            res = "";
        }
        WSReceiver();
    }
 public void FadeIn()
 {
     fader?.FadeIn();
 }
Beispiel #19
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 public void FadeBlink(float time)
 {
     UIFader.SetBlinkTime(time);
     StartCoroutine(UIFader.FadeIn(FadeSpeed));
 }
Beispiel #20
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 public void FadeIn()
 {
     UIFader.SetBlinkTime(0);
     StartCoroutine(UIFader.FadeIn(FadeSpeed));
 }
Beispiel #21
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 public void ShowCanvas()
 {
     StartCoroutine(uiFader.FadeIn());
     canvasGroup.interactable = true;
 }
    IEnumerator DisplayConversation(Conversation convo)
    {
        // Initialize the conversation
        convo.Init();

        // get the current dialogue
        DialogueNode current = convo.current;

        // Safety in case this conversation is empty
        if (!current)
        {
            Debug.LogError("Tried to start empty conversation!");
        }

        ConversationInProgress = true;

        DialogueManager.Instance.SetState(DialogueManager.GameState.Dialogue);

        // Clear text box
        DialogueText.text = "";
        NameText.text     = "";

        // And show it
        Fader.FadeIn();

        // Wait to make sure it's shown
        yield return(new WaitForSeconds(Fader.FadeInTime));

        // while there's still dialogue to be had
        while (current != null)
        {
            // Show the dialogue
            yield return(StartCoroutine(DisplayDialogue(current)));

            // attempt to move to the next node
            if (convo.Next())
            {
                // if we can, set it to current
                current = convo.current;
            }
            else
            {
                // otherwise, the conversation is over
                current = null;

                // hide the text box
                Fader.FadeOut();

                // wait to make sure it's gone
                yield return(new WaitForSeconds(Fader.FadeOutTime));
            }
        }

        ConversationInProgress = false;

        // Dispatch an event saying this conversation is over
        EventDispatcher.Dispatch(ConversationEvent.Prepare(convo, false));

        // Return the game state to gameplay
        DialogueManager.Instance.SetState(DialogueManager.GameState.Gameplay);
    }
Beispiel #23
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 private void Start()
 {
     fader.FadeIn(gameObject.GetComponentInParent <CanvasGroup>());
 }