public override void Initialize() { base.Initialize(); float timeToStartToEnqueue = Random.Range(minTimeToStart, maxTimeToStart); float timeToCloseToEnqueue = Random.Range(minTimeToClose, maxTimeToClose); string keyToEnqueue = validEvents[Mathf.FloorToInt(Random.Range(0, validEvents.Length))]; quickdrawEvent = new QuickdrawEvent(keyToEnqueue, timeToStartToEnqueue, timeToCloseToEnqueue); // Create gameobjects where the prompt holder will live GameObject promptHolder = new GameObject("QTE Prompt Holder"); GameObject buttonPrompt = new GameObject("ButtonPrompt"); closingCirclePrompt = new GameObject("ClosingCircle"); closingCirclePrompt.transform.parent = promptHolder.transform; buttonPrompt.transform.parent = promptHolder.transform; promptHolder.transform.position = blacksmithCenter.position; promptHolder.transform.position = new Vector3(blacksmithCenter.position.x, blacksmithCenter.position.y, transform.position.z); buttonPromptRenderer = buttonPrompt.AddComponent <SpriteRenderer>(); buttonPromptRenderer.enabled = false; closingCircleRenderer = closingCirclePrompt.AddComponent <SpriteRenderer>(); closingCircleRenderer.sprite = circleSprite; //closingCircleRenderer.color = circleColor; closingCircleRenderer.enabled = false; // Show the first button prompt DisplayButtonPrompt(quickdrawEvent); }
void DisplayButtonPrompt(QuickdrawEvent eventToDisplay) { string buttonToDisplay = eventToDisplay.key; initialClosingCircleTimer = closingCircleTimer = eventToDisplay.timeToClose; timeToDraw = eventToDisplay.timeToStart; helpPrompt.GetComponent <TextMesh>().text = "Wait..."; helpPrompt.SetActive(true); // Show the prompt switch (buttonToDisplay) { case "A": buttonPromptRenderer.sprite = buttonSprites[0]; break; case "B": buttonPromptRenderer.sprite = buttonSprites[1]; break; case "X": buttonPromptRenderer.sprite = buttonSprites[2]; break; case "Y": buttonPromptRenderer.sprite = buttonSprites[3]; break; default: Debug.Log("What the hell is button " + buttonToDisplay); break; } }
void ShutdownQTE() { if (closingCirclePrompt) { Destroy(closingCirclePrompt.transform.parent.gameObject); } quickdrawEvent = null; helpPrompt.SetActive(false); }