public void Init() { postProcess.profile.TryGetSettings(out depthOfField); depthOfField.active = false; postProcess.profile.TryGetSettings(out vignette); vignette.active = false; state = EnumStateScene.StartLevel; _roundTimeLeft = roundTime; _gameTimeLeft = gameTime; instanceLevel = Instantiate(instanceLevels[Random.Range(0, instanceLevels.Capacity)], plateauTournant.transform); propsSpawnPointsArray = GameObject.FindGameObjectsWithTag("Spawnpoint"); SpawnProps(); StopCoroutine(StartLevelText()); StartCoroutine(StartLevelText()); }
public void Pause() { pause = !pause; if (pause) { state = EnumStateScene.Pause; Time.timeScale = 0; PlayerUI.instance.pauseObject.SetActive(pause); SoundManager.instance.PlayPause(); } else { state = EnumStateScene.Level; Time.timeScale = 1; PlayerUI.instance.pauseObject.SetActive(pause); SoundManager.instance.Resume(); } }
IEnumerator StartLevelText() { var P_anim = PlayerUI.instance.lauchLevelText.gameObject.GetComponent <Animator>(); P_anim.SetInteger("LevelStartTextInt", 0); yield return(new WaitForSeconds(1.1f)); PlayerUI.instance.lauchLevelText.text = "2"; P_anim.SetInteger("LevelStartTextInt", 1); yield return(new WaitForSeconds(1.1f)); PlayerUI.instance.lauchLevelText.text = "1"; P_anim.SetInteger("LevelStartTextInt", 2); yield return(new WaitForSeconds(1.1f)); PlayerUI.instance.lauchLevelText.text = "GO"; P_anim.SetInteger("LevelStartTextInt", 3); yield return(new WaitForSeconds(0.9f)); PlayerUI.instance.lauchLevelText.gameObject.SetActive(false); PlayerUI.instance.FondLauchLevel.gameObject.SetActive(false); state = EnumStateScene.Level; }