public void AddFading(String[] Parameters) { Affectation Affectation = new Affectation("F", GroupDepth, Parameters, CurrentLoop); Fades.Add(Affectation); Content += Affectation.getEquivalentLine(); }
public void Start() { fader = GameObject.Find("Fader").GetComponent <Fades>(); go_back = new _Dialogue[2]; go_back[0] = new _Dialogue(); go_back[0].name = "D.A.-Z"; go_back[0].sentences = new string[] { "Hey Bud, I don't think you've collected everything on this floor", "I'd appreciate it if you collected as much as you can", "I'm counting on you!" }; go_back[1] = new _Dialogue(); go_back[1].name = "Bud"; go_back[1].sentences = new string[] { "Don't worry D.A.-Z, I'll put you back together." }; }
// Use this for initialization void Start() { current = this; panel = GetComponent <Image>(); }
void Awake() { _fades = GameObject.FindGameObjectWithTag(Tags.FADEROBJECT).GetComponent <Fades>(); }
private void SetCurrentFade(Fades currentFade) { _currentFade = currentFade; OnCurrentFadeChanged(EventArgs.Empty); }
void Awake() { _fades = GameObject.FindGameObjectWithTag(Tags.FADEROBJECT).GetComponent <Fades>(); PlayerRespawn.respawnEvent += Respawn; }
public void TryAgainButton() { Fades.LoadScene(0); }