Example #1
0
 public void Start()
 {
     Takes  = 0;
     Actors = CharacterOrder.Count;
     PC_Control.UpdateTarget(CharacterOrder[0]);
     FindObjectOfType <CAM_Gameplay>().UpdateTarget(CharacterOrder[0]);
     StartCoroutine(ChangeState(States.Ready));
 }
Example #2
0
    public void AdvanceScene()
    {
        if (CurrentActor < CharacterOrder.Count - 1)
        {
            foreach (var b in CharacterOrder)
            {
                b.ResetInput();
                b.completed = false;
            }

            CurrentActor++;
            PC_Control.UpdateTarget(CharacterOrder[CurrentActor]);

            StartCoroutine(ChangeState(States.Ready));

            FindObjectOfType <CAM_Gameplay>().UpdateTarget(CharacterOrder[CurrentActor]);
        }
        else//REPLAY
        {
            if (FindObjectOfType <Camera>().GetComponent <CAM_Replay>().isactive == true)
            {
                StartCoroutine(ChangeState(States.end));
            }
            foreach (var b in CharacterOrder)
            {
                b.ResetInput();
                b.completed = false;
            }

            FindObjectOfType <Camera>().GetComponent <CAM_Gameplay>().isactive = false;
            FindObjectOfType <Camera>().GetComponent <CAM_Replay>().isactive   = true;
            TL_TimeLineMng.ResetTimer();

            StartCoroutine(ChangeState(States.Replay));
        }
    }
Example #3
0
 private void OnMouseDown()
 {
     PC_Control.UpdateTarget(this.gameObject);
 }