public void HUDInteraction() { StartCoroutine(Tweening.MoveTab(characterRect.gameObject, true, characterRect.position.x, hasHUDLayoutMove ? bottomLeftPanel.position.x - Mathf.Abs(Utilities.WorldSpaceAnchors(bottomLeftPanel)[0].x) : bottomLeftPanel.position.x, GV.shortAnimationTime)); StartCoroutine(Tweening.MoveTab(actionRect.gameObject, false, actionRect.position.y, hasHUDLayoutMove ? bottomRightPanel.position.y - Mathf.Abs(Utilities.WorldSpaceAnchors(bottomRightPanel)[0].y) : bottomRightPanel.position.y, GV.shortAnimationTime)); /// this condition is only valid when the spell menu is open and the player press escape if (canvasGroupSpellAtIndex[0].alpha >= 1 && !hasFXTransitionTerminate) { StartCoroutine(StairCaseEffect(canvasGroupSpellAtIndex, buttons, buttonsRectParent)); } /// handle the hiding of the inventory when it is active and we press escape if (inventoryRect.localScale.x == 1) { InventoryTabInteraction(inventoryRect.gameObject); } /// handle the hiding of the message box if (InventoryFullDlg.Instance.gameObject.activeSelf || DestroyItemDlg.Instance.gameObject.activeSelf) { InventoryFullDlg.Instance.gameObject.SetActive(false); DestroyItemDlg.Instance.gameObject.SetActive(false); } StartCoroutine(Tweening.FadeCanvasGroup(canvasGroupMouse, canvasGroupMouse.alpha, hasHUDLayoutMove ? 0 : 1, GV.shortAnimationTime)); hasHUDLayoutMove = !hasHUDLayoutMove; }
public void DisplayUI(bool playerWin) { panels[playerWin ? 0 : 1].SetActive(true); StartCoroutine(Tweening.FadeCanvasGroup(canvasGroup, canvasGroup.alpha, hasFade ? 0 : 1, GV.fadeAnimationTime)); hasFade = !hasFade; StartCoroutine(SceneLoader.Instance.LoadNextScene(playerWin)); }
private IEnumerator DisplayTurnText() { yield return(StartCoroutine(Tweening.FadeCanvasGroup(textDisplayCanvasGroup, textDisplayCanvasGroup.alpha, hasTabFaded ? 1 : 0, GV.fadeAnimationTime))); hasTabFaded = !hasTabFaded; yield return(new WaitForSeconds(GV.moveAnimationTime)); yield return(StartCoroutine(Tweening.FadeCanvasGroup(textDisplayCanvasGroup, textDisplayCanvasGroup.alpha, hasTabFaded ? 1 : 0, GV.fadeAnimationTime))); hasTabFaded = !hasTabFaded; }
private IEnumerator StairCaseEffect(CanvasGroup[] canvasGroup, Button[] buttons, RectTransform buttonsRectParent) { hasFXTransitionTerminate = true; int index = 0; while (index < buttons.Length) { StartCoroutine(Tweening.FadeCanvasGroup(canvasGroup[index], canvasGroup[index].alpha, hasButtonHUDLayoutMove ? 0 : 1, GV.shortAnimationTime)); StartCoroutine(Tweening.MoveTab(buttons[index].gameObject, true, buttons[index].transform.position.x, hasButtonHUDLayoutMove ? buttonsRectParent.position.x - Utilities.WorldSpaceAnchors(buttonsRectParent)[0].x : buttonsRectParent.position.x, GV.shortAnimationTime)); ++index; yield return(new WaitForSeconds(GV.shortAnimationTime)); } hasButtonHUDLayoutMove = !hasButtonHUDLayoutMove; hasFXTransitionTerminate = !hasFXTransitionTerminate; }