public void startType3Aux(Task w)
    {
        w.isWaitingForTaskToComplete = true;
        waiter = w;
        state  = 0;
        timer  = 0.0f;
        flechaFader.Start();
        flechaFader.setFadeValue(0.0f);
        textFader.Start();
        textFader.setOpacity(0.0f);
        agresiva.Start();
        pasiva.Start();
        pasivaAgresiva.Start();
        asertiva.Start();
        agresiva.reset();
        pasiva.reset();
        pasivaAgresiva.reset();
        asertiva.reset();
        somethingTouched = false;
        fader.fadeIn();
        myTurn = gameController.playerTurn == gameController.localPlayerN;
        for (int i = 0; i < resultMasks.Length; ++i)
        {
            resultMasks [i].reset();
        }
        agresiva.fadeIn();
        pasiva.fadeIn();
        pasivaAgresiva.fadeIn();
        asertiva.fadeIn();

        botonOK.reset();
        botonOK.scaleOutImmediately();
    }
Example #2
0
 // Update is called once per frame
 void Update()
 {
     if (remaining > 0.0f)
     {
         remaining -= Time.deltaTime;
         if (remaining <= 0.0f)
         {
             if (fadeType == FadeType.ToOpaque)
             {
                 textAndImageFader.fadeIn();
             }
             else
             {
                 textAndImageFader.fadeOut();
             }
         }
     }
 }
Example #3
0
 // Update is called once per frame
 void Update()
 {
     if (state == 0)
     {
         // do nothing
     }
     if (state == 1)
     {
         textAndImage.fadeIn();
         state = 2;
     }
     if (state == 2)
     {
         timer += Time.deltaTime;
         if (timer > (showingTime / 2.0f))
         {
             timer = 0.0f;
             state = 3;
         }
     }
     if (state == 3)
     {
         textAndImage.fadeOut();
         state = 4;
     }
     if (state == 4)
     {
         timer += Time.deltaTime;
         if (timer > (showingTime / 2.0f))
         {
             timer = 0.0f;
             state = 0;
             Destroy(this.gameObject);
         }
     }
 }