IEnumerator PulseMissionText()
        {
            if (!IsLocalPlayer || !_hasAuthority)
            {
                yield break;
            }
            bool  goingToColor1 = true;
            float time          = 0;

            while (true)
            {
                while (goingToColor1)
                {
                    m_missionText.GetComponent <Text>().color = Color.Lerp(m_missionText.GetComponent <Text>().color, new Color(1, 0, 0, 1), 4 * Time.fixedDeltaTime);
                    time += Time.fixedDeltaTime;
                    if (time > 0.3f)
                    {
                        goingToColor1 = !goingToColor1;
                    }
                    yield return(YieldFactory.GetWaitForFixedUpdate());
                }
                time = 0;
                while (!goingToColor1)
                {
                    m_missionText.GetComponent <Text>().color = Color.Lerp(m_missionText.GetComponent <Text>().color, new Color(0.3f, 0, 0, 1), 4 * Time.fixedDeltaTime);
                    time += Time.fixedDeltaTime;
                    if (time > 0.3f)
                    {
                        goingToColor1 = !goingToColor1;
                    }
                    yield return(YieldFactory.GetWaitForFixedUpdate());
                }
                time = 0;
            }
        }
Example #2
0
    IEnumerator transferScene()
    {
        yield return(YieldFactory.GetWaitForFixedUpdate());

        GStateManager stateManager = GStateManager.Instance;

        stateManager.ChangeState(GameState.STATE_NAME);
        stateManager.PopSubState(_stateInfo);
    }
Example #3
0
    private IEnumerator fadeHelperTextOut()
    {
        float fTime = 1 - m_cHelperColour.a;

        while (m_cHelperColour.a > 0.0f)
        {
            fTime            += Time.fixedDeltaTime / TextFadeSpeed;
            m_cHelperColour.a = Mathf.Lerp(1.0f, 0.0f, fTime);
            HelperText.color  = m_cHelperColour;
            yield return(YieldFactory.GetWaitForFixedUpdate());
        }
    }
Example #4
0
    private IEnumerator quickTurn()
    {
        CameraToDisable.enabled = false;
        float amountToTurnPerFrame = TURN_SPEED * Time.fixedDeltaTime;

        for (int i = 0; i < 180f / amountToTurnPerFrame; i++)
        {
            transform.Rotate(0f, amountToTurnPerFrame, 0f);
            yield return(YieldFactory.GetWaitForFixedUpdate());
        }
        CameraToDisable.enabled = true;
    }
Example #5
0
    private IEnumerator Somniplex_Enter()
    {
        yield return(YieldFactory.GetWaitForFixedUpdate());

        Color colour = SomniplexLogo.color;

        while (colour.a <= 1.0f)
        {
            colour.a           += Time.fixedDeltaTime * 0.5f;
            SomniplexLogo.color = colour;
            yield return(YieldFactory.GetWaitForFixedUpdate());
        }

        yield return(YieldFactory.GetWaitForSeconds(1.0f));

        m_StateMachine.ChangeState(eSplashStates.Complete);
    }
Example #6
0
    private IEnumerator StartUpManagers_Enter()
    {
        yield return(YieldFactory.GetWaitForFixedUpdate());

        GStateManager.Instance.ForceStateInfo(_stateInfo);

        yield return(YieldFactory.GetWaitForFixedUpdate());

        GCore.Instance.EmptyStartup();

        yield return(YieldFactory.GetWaitForFixedUpdate());

        GAudioManager.Instance.PlayBGM(StartingMusic);

        yield return(YieldFactory.GetWaitForFixedUpdate());

        GStateManager.Instance.EnableLoadingSpinner(false);

        yield return(YieldFactory.GetWaitForFixedUpdate());

        m_StateMachine.ChangeState(eSplashStates.Unity);
    }
Example #7
0
    private IEnumerator Black_Enter()
    {
        yield return(YieldFactory.GetWaitForFixedUpdate());

        m_StateMachine.ChangeState(eSplashStates.StartUpManagers);
    }