//After timeToStop seconds, the text on the textboxes of this sign, and the secondSign, get enabled IEnumerator EnableSignText(float timeToStop, SignScript secondSign) { yield return(new WaitForSeconds(timeToStop)); signText.GetComponent <Text>().enabled = true; secondSign.signText.GetComponent <Text>().enabled = true; }
public static void show() { GameObject obj = Resources.Load("Prefabs/UI/UISign") as GameObject; s_gameObject = Instantiate(obj, GameObject.Find("LowCanvas").transform); s_signScript = s_gameObject.GetComponent <SignScript>(); }
private void UseSignProperty(GameObject newRobot, bool isImposter, GameObject selectedSphere) { SignScript script = newRobot.AddComponent <SignScript> (); script.arCamera = arCamera; script.isImposter = isImposter; script.resultText = resultText; script.gestureButtonScript = holdButton.GetComponent <GestureButton> (); script.selectedSphere = selectedSphere; script.letterPrefab = letterPrefab; script.penPrefab = penPrefab; }
// Use this for initialization void Start() { gameObject.transform.Find("BtnList/Button_sign").GetComponent <Button>().onClick.AddListener(() => { SignScript.show(); }); gameObject.transform.Find("BtnList/Button_activity").GetComponent <Button>().onClick.AddListener(() => { ToastScript.createToast("暂无活动"); }); gameObject.transform.Find("BtnList/Button_bag").GetComponent <Button>().onClick.AddListener(() => { ToastScript.createToast("背包"); }); gameObject.transform.Find("BtnList/Button_shop").GetComponent <Button>().onClick.AddListener(() => { ToastScript.createToast("商城"); }); gameObject.transform.Find("BtnList/Button_task").GetComponent <Button>().onClick.AddListener(() => { ToastScript.createToast("任务"); }); gameObject.transform.Find("BtnList/Button_jingji").GetComponent <Button>().onClick.AddListener(() => { ToastScript.createToast("竞技"); }); gameObject.transform.Find("BtnList/Button_zhanyi").GetComponent <Button>().onClick.AddListener(() => { //SceneManager.LoadScene("GameScene"); SceneManager.LoadScene("DiLaoScene"); }); gameObject.transform.Find("Head/Button").GetComponent <Button>().onClick.AddListener(() => { PlayerInfoScript.show(); }); reqUserInfo(); }
//Creates the signs and passes to them data, randomly void Start() { for (int i = 0; i < horizontalNumberOfSigns; i++) { for (int j = 0; j < verticalNumberOfSigns; j++) { GameObject newSign = Instantiate(signPrefab, positionOfFirstSign.position + new Vector3(horizontalSignOffset * i, -verticalSignOffset * j, 0f), new Quaternion(0f, 0f, 0f, 0f)) as GameObject; SignScript newSignScript = newSign.GetComponent <SignScript>(); int randomPointer = Random.Range(0, 12); while (signCounter[randomPointer] >= 2) { randomPointer = Random.Range(0, 12); } signCounter[randomPointer]++; newSignScript.SetTextboxContents(signTextboxContents[randomPointer]); newSignScript.revealedSprite = signSprites[randomPointer]; } } }
// Use this for initialization void Start() { siScript = sign.GetComponent <SignScript> (); signAnima = GetComponent <Animator>(); }
protected override IEnumerator PlaySequence() { runGame = true; StartCoroutine(Setup()); //Setze Camera: cScript.target = player; cScript.offset = Vector2.up * 2; cScript.transform.position = new Vector3(player.transform.position.x, player.transform.position.y, -10); Camera.main.orthographicSize = 6; yield return(new WaitForSeconds(2)); anim_comp.Play("lookAngry"); speachBubble.Say("Wie soll Einkaufen\ndenn ein Abenteuer\nsein?", Bubbles.Normal, target: companion); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_comp.Play("lookPuzzled"); speachBubble.Say("Die sind doch bloß\nzu faul selbst\neinkaufen zu gehen!", Bubbles.Normal, target: companion); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_comp.Play("smallJump"); speachBubble.Say("Und dann noch diese\nEinkaufsliste!", Bubbles.Normal, target: companion); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); //Zeige Liste: StartCoroutine(TasklistScript.SetTaskList(true)); GameObject shopList = transform.GetChild(0).gameObject; shopList.SetActive(true); SpriteRenderer sprite = shopList.GetComponent <SpriteRenderer>(); sprite.color = new Color(1, 1, 1, 0); Color stepColor = Color.black * Time.fixedDeltaTime; for (float count = 0; count < 1; count += Time.fixedDeltaTime) { sprite.color += stepColor; yield return(new WaitForFixedUpdate()); } speachBubble.Say("Alles bis auf\ndie letzte Sache\nist klar", Bubbles.Normal, target: companion); anim_player.Play("lookSad"); speachBubble.Say("Aber...", Bubbles.Normal, target: companion, speed: .1f); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_comp.Play("lookAngry"); speachBubble.Say("Der ganze\nandere Kram!?", Bubbles.Shouting, fontSize: 35); speachBubble.Say("Was soll\ndas heißen?", Bubbles.Shouting, fontSize: 35); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); //Lasse Liste verschwinden: StartCoroutine(TasklistScript.SetTaskList(false)); for (float count = 0; count < 1; count += Time.fixedDeltaTime) { sprite.color -= stepColor; yield return(new WaitForFixedUpdate()); } Destroy(shopList); anim_player.Play("lookNormal"); anim_comp.Play("lookFocused"); speachBubble.Say("Wenigstens dürfen\nwir uns eine\nSüßware kaufen...", Bubbles.Normal, target: companion); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_comp.Play("lookNormal"); speachBubble.Say("Ok, lass uns\nzum Supermarkt\ngehen", Bubbles.Normal, target: companion); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); yield return(new WaitForSeconds(4)); anim_comp.Play("lookPuzzled"); speachBubble.Say("Ähm, hallo?\n hast du das gehen\nverlernt,\noder was?", Bubbles.Normal, target: companion); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); yield return(new WaitForSeconds(1)); anim_player.Play("lookSad"); StartCoroutine(cScript.SetRotation(-10, .5f)); StartCoroutine(cScript.SetZoom(2, .5f)); yield return(new WaitForSeconds(1)); StartCoroutine(cScript.SetRotation(rotTime: .5f)); StartCoroutine(cScript.SetZoom(6, .5f)); yield return(new WaitForSeconds(1)); anim_comp.Play("JumpScare"); speachBubble.Say("Moment,\nWie bitte\n???", Bubbles.Shouting, fontSize: 35); speachBubble.Say("Du hast\ndas gehen\nverlernt?", Bubbles.Shouting, fontSize: 35); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_comp.Play("lookAngry"); speachBubble.Say("Na toll!\nUnd wie kommen\nwir jetzt bitte zum\nSupermarkt?", Bubbles.Normal, target: companion); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); speachBubble.Say("Lies mich", Bubbles.Normal); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_comp.Play("JumpScare"); yield return(new WaitForSeconds(.1f)); anim_player.Play("JumpScare"); speachBubble.Say("Hast du auch\ndie Stimme gehört?", Bubbles.Normal, target: companion); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_player.Play("lookNormal"); anim_comp.Play("lookScared"); speachBubble.Say("...Ist...\n...ist...das...\n...ein Geist?", Bubbles.Normal, target: companion); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); GameObject schildy = transform.GetChild(0).gameObject; Animator anim_schild = schildy.transform.GetChild(0).GetComponent <Animator>(); SignScript signScript = schildy.transform.GetChild(0).GetChild(0).GetComponent <SignScript>(); signScript.enabled = false; anim_schild.Play("Squeesh"); yield return(new WaitForSeconds(.75f)); anim_schild.transform.GetChild(0).GetChild(0).gameObject.SetActive(true); anim_schild.Play("lookNormal"); yield return(new WaitForSeconds(.5f)); speachBubble.Say("Ich bin es bloß:\nSchildie", Bubbles.Normal, target: schildy); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_comp.Play("JumpScare"); yield return(new WaitForSeconds(.1f)); anim_player.Play("JumpScare"); speachBubble.Say("AAAHHHHH!!!", Bubbles.Shouting, fontSize: 35); speachBubble.Say("Ein\nMonster!", Bubbles.Shouting, fontSize: 35); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_comp.Play("lookScared"); yield return(new WaitForSeconds(.1f)); anim_schild.Play("lookSad"); speachBubble.Say("Das ist aber nicht\nsehr nett!", Bubbles.Normal, target: schildy); speachBubble.Say("Dabei wollte ich\neuch sogar helfen", Bubbles.Normal, target: schildy); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_schild.Play("Squeesh"); speachBubble.Say("Wenn ihr ein Schild\nseht, dann tippt es an\num es zu lesen", Bubbles.Normal, target: schildy); speachBubble.Say("Es stehen mitunter\ninteressante Sachen\nauf uns Schildern", Bubbles.Normal, target: schildy); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_comp.Play("Squeesh"); yield return(new WaitForSeconds(.75f)); anim_comp.Play("lookPuzzled"); speachBubble.Say("Aber stimmen\nauch die Dinge\ndie auf den Schildern\nstehen?", Bubbles.Normal, target: companion); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_schild.Play("lookAngry"); speachBubble.Say("Absolut!\nBei der Ehre aller\nSchilder", Bubbles.Normal, target: schildy); speachBubble.Say("garantiere ich\neuch, dass alles\nauf den Schildern\nwahr ist", Bubbles.Normal, target: schildy); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_schild.Play("smallJump"); speachBubble.Say("Nur zu:\nProbiert es\nbei mir aus!", Bubbles.Normal, target: schildy); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); //Warte darauf, dass Schildy angtippt wird und zeige dann die Nachricht: touched = false; yield return(new WaitUntil(() => touched)); GameObject sign = canvas.transform.GetChild(canvas.transform.childCount - 2).GetChild(0).gameObject; sign.transform.GetChild(0).GetChild(1).GetComponent <Text>().text = signScript.text_1; sign.transform.GetChild(0).GetChild(0).gameObject.SetActive(false); Canvas.ForceUpdateCanvases(); sign.SetActive(true); Animator anim_sign = sign.GetComponent <Animator>(); anim_sign.Play("ZoomIn"); yield return(new WaitForSeconds(.5f)); yield return(new WaitUntil(() => Input.touchCount == 0)); yield return(new WaitUntil(() => Input.touchCount != 0)); yield return(new WaitUntil(() => Input.touchCount == 0)); anim_sign.Play("ZoomOut"); yield return(new WaitForSeconds(.5f)); sign.SetActive(false); anim_comp.Play("lookNormal"); speachBubble.Say("Es scheint,\nals hättest du\nnicht gelogen", Bubbles.Normal, target: companion); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_comp.Play("lookSad"); speachBubble.Say("Tut mir leid,\ndass ich dir nicht\ngeglaubt habe!", Bubbles.Normal, target: companion); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_schild.Play("lookHappy"); speachBubble.Say("Ich kann nicht lügen!\nEs steht mir halt\nimmer ins Gesicht\ngeschrieben", Bubbles.Normal, target: schildy); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); anim_schild.Play("lookNormal"); anim_comp.Play("smallJump"); yield return(new WaitForSeconds(.6f)); anim_comp.Play("smallJump1"); yield return(new WaitForSeconds(.6f)); anim_comp.Play("smallJump"); yield return(new WaitForSeconds(.6f)); speachBubble.Say("Ok, jetzt aber\nauf zum\nSupermarkt", Bubbles.Normal, target: companion); StartCoroutine(TasklistScript.SetTaskList(true)); yield return(new WaitUntil(() => !speachBubble.finished)); yield return(new WaitUntil(() => speachBubble.finished)); yield return(new WaitForSeconds(.5f)); signScript.enabled = true; schildy.transform.parent = null; EndSequence(); yield break; }