void Start()
    {
        state = State.TitleAppearing;
        Title.Fade(0f, 1f, 1f, 3f);
        Press.Fade(0f, 1f, 5f, 1f);

        ChangeState(State.TitleAppeared, 5f);

        InitializeRewired();
    }
Ejemplo n.º 2
0
 void StopGame()
 {
     started            = false;
     EndScoreLabel.text = score.ToString();
     KillKaiju();
     EndScreen.Fade(0f, 1f, 1f, 0.2f);
 }
    public void PrepareGame()
    {
        string[] names = FeatureGenerator.MixNames(
            nameSelectorPlayer1.GetString(),
            nameSelectorPlayer2.GetString());

        PlayerPrefs.SetString("PlayerName", names[0]);
        PlayerPrefs.SetString("EnemyName", names[1]);

        string name = names [0].Substring(0, 1).ToUpper() + names [0].Substring(1, names [0].Length - 1).ToLower();

        PreName.GetComponent <TextMeshProUGUI> ().text   = RandomPrename();
        FinalName.GetComponent <TextMeshProUGUI> ().text = name;
        PostName.GetComponent <TextMeshProUGUI> ().text  = RandomPostname();

        // Fade Titles
        PressStart.Fade(1f, 0f, 0f, 1f);
        Player1Title.Fade(1f, 0f, 0f, 1f);
        Player2Title.Fade(1f, 0f, 0f, 1f);

        /*Background1.Fade (1f, 0f, 0f, 1f);
        *  Background2.Fade (1f, 0f, 0f, 1f);*/

        // Hide Part of the Names
        nameSelectorPlayer1.HideSecondHalf();
        nameSelectorPlayer2.HideFirstHalf();

        // Wait and move to Top Up
        nameSelectorPlayer1.MoveTo(new Vector2(400, -178), 2f, 2f);
        nameSelectorPlayer2.MoveTo(new Vector2(-25, 271), 2f, 2f);

        // Flash (peak a bit before clash)
        Flash.Flash(4f);
        StartCoroutine(ActivateWithDelay(Guy, 4f, true));
        StartCoroutine(ActivateWithDelay(PreName, 4f, true));
        StartCoroutine(ActivateWithDelay(FinalName, 4f, true));
        StartCoroutine(ActivateWithDelay(PostName, 4f, true));
        StartCoroutine(ActivateWithDelay(StartToContinue, 4f, true));
        StartCoroutine(ActivateWithDelay(nameSelectorPlayer1.gameObject, 4f, false));
        StartCoroutine(ActivateWithDelay(nameSelectorPlayer2.gameObject, 4f, false));

        ChangeState(State.PregameScreenAppeared, 5f);
    }
    void WaitInputForNameSelection()
    {
        if (!ReInput.isReady)
        {
            return;
        }
        InitializeRewired();

        if (player1.GetAnyButton() || player2.GetAnyButton())
        {
            ChangeState(State.TitleAppearing, 0f);

            Title.Fade(1f, 0f, 0f, 1f);
            Press.Fade(1f, 0f, 0f, 1f);
            NameScreen.Fade(0f, 1f, 1f, 1f);

            ChangeState(State.NameSelectionAppeared, 1f);
        }
    }