public static void HideMiniMap() { instance.mask.transform.localScale = new Vector3(70f, 0f, 70f); instance.gameObject.SetActive(false); UIPowerBar.RemoveListener(); UIPowerBar.StartRegen(); }
// Update is called once per frame void LateUpdate() { if (!isPaused && Player.HasOrbem()) { if (Player.CanSwitchWorld() && UIPowerBar.IsEmpty() && !WorldManager.IsWorldFuture() && MaskController.CanBeOpenedOrClosed()) { StartCoroutine(TeleportToFuture()); } if (Input.GetButtonDown("Open/Close Gate") && CanSwitchWorld()) { SwitchWorld(); } if (WorldManager.IsWorldFuture() && Input.GetButtonDown("MiniMap") && !UIPowerBar.IsEmpty()) { MiniMapController.SwitchMiniMapState(); } if (Input.GetKeyDown("v")) { Debug.Log("Start decrease"); UIPowerBar.StartDecrease(2f); } if (Input.GetKeyDown("b")) { Debug.Log("Start regen"); UIPowerBar.StartRegen(); } } if (Input.GetButtonDown("Pause")) { if (isPaused) { Resume(); UIManager.HidePauseMenu(); } else { Pause(); UIManager.DisplayPauseMenu(); } } // delay next update by 1 frame to prevent from "jumping" with a controller if (isPaused && pauseExited) { isPaused = false; pauseExited = false; } }
public IEnumerator TeleportToFuture() { Player.SwitchWorld(); //change the transparence of the ghost GhostPlayer.SetVisible(); // close the gate yield return(MaskController.instance.CloseGateAsync()); // go back to transparent GhostPlayer.SetTranparent(); // hide the second camera WorldManager.SwitchWorld(); // UI UIPowerBar.RemoveListener(); UIPowerBar.StartRegen(); Player.instance.wallHit = false; }