Example #1
0
    IEnumerator FadeOut()
    {
        float tmpColor;

        for (float f = 1f; f >= 0; f -= 0.01f)
        {
            TutorialAnim.SetBool("Finished", true);
            TutorialAnim2.SetBool("Finished", true);
            tmpColor            = f;
            TutorialAlpha.alpha = tmpColor;
            yield return(null);
        }
        tmpColor            = 0;
        TutorialAlpha.alpha = tmpColor;

        if (currentState == AssistantState.LIGHTNING)
        {
            CityMaster.TutorialRespawn();
            StartCoroutine(ChangeState(AssistantState.STRENGTH, 0));
        }
    }
Example #2
0
    void Update()
    {
        SpawnTimer -= Time.deltaTime;
        if (AssistantBehaviour.Tutorial == true)
        {
            if (Index < 4)
            {
                SpawnCity();
                //setRespawnTime(respawnTimer);
            }
            if (CitiesAlive == 0)
            {
                respawnTimer = 0;
                CityMaster.TutorialRespawn();
                respawnTimer = 30;
            }
        }
        else
        {
            switch (currentWave)
            {
            case 1:
                respawnTimer = 25;
                upgradeTimer = 15;
                if (Index < 8)
                {
                    SpawnCity();
                    //setRespawnTime(respawnTimer);
                }
                if (CitiesAlive < 3 && Index > 7)
                {
                    currentWave++;
                }
                break;

            case 2:
                if (Index < 12)
                {
                    SpawnCity();
                    //setRespawnTime(respawnTimer);
                }
                if (CitiesAlive < 6 && Index > 11)
                {
                    currentWave++;
                }
                break;

            case 3:
                respawnTimer = 20;
                upgradeTimer = 12;
                if (Index < 16)
                {
                    SpawnCity();
                    //setRespawnTime(respawnTimer);
                }
                if (CitiesAlive < 8 && Index > 15)
                {
                    currentWave++;
                }
                break;

            case 4:
                if (Index < 20)
                {
                    SpawnCity();
                    //setRespawnTime(respawnTimer);
                }
                if (CitiesAlive < 10 && Index > 19)
                {
                    currentWave++;
                }
                break;

            case 5:
                upgradeTimer = 8;
                if (Index < 25)
                {
                    SpawnCity();
                    //setRespawnTime(respawnTimer);
                }
                if (CitiesAlive < 12 && Index > 24)
                {
                    currentWave++;
                }
                break;

            case 6:
                if (anotherTimer < Time.time)
                {
                    anotherTimer = Time.time + 3;
                    if (respawnTimer > 5)
                    {
                        respawnTimer -= 0.5f;
                    }
                    if (upgradeTimer > 5)
                    {
                        upgradeTimer -= 0.5f;
                    }
                    //setRespawnTime(respawnTimer);
                }
                break;
            }
            //if (Index == 8 && CitiesAlive < 4)
            //{
            //    SecondWave = true;
            //}
            //if (Index == 16 && CitiesAlive < 12)
            //{
            //    ThirdWave = true;
            //}
            //if (ThirdWave == true && Pool.ProgressBar.fillAmount <= 0.1f)
            //{
            //    BossWave = true;
            //}
            //if (BossWave == true)
            //{
            //    for (int i = 0; i < AmmountOfCities; i++)
            //    {
            //        Cities[i].gameObject.SetActive(false);
            //    }
            //    BossCities[BossSelection].gameObject.SetActive(true);
            //}
        }
    }