private IEnumerator waitFade(float waitTime, EndGameCollider egc) { // do stuff before waitTime yield return(new WaitForSeconds(waitTime)); egc.displayEndMessage(); }
public void triggerEnd(EndGameCollider egc) { MemoryManager.get().sendCompletionEvent(); gUITransitioner.TerminateGraphs(); //TODO merge fadeSprite with Modal background fadeSprite.gameObject.SetActive(true); fadeSprite.FadeIn(); StartCoroutine(waitFade(2f, egc)); }
// Use this for initialization void Start() { GameObject perso = GameObject.Find("Perso"); if (null == perso) { Logger.Log("WorldLinkManager: error: Hero not found!", Logger.Level.ERROR); } mineManager.hero = perso.GetComponent <Hero> (); if (null != startPosition) { CellControl.get().teleport(startPosition.transform.position, startPosition.transform.rotation); startPosition.gameObject.SetActive(false); } //specific code for adventure1 GameObject endGameColliderGameObject = GameObject.Find("TutoEnd"); if (null != endGameColliderGameObject) { EndGameCollider endGameCollider = endGameColliderGameObject.GetComponent <EndGameCollider> (); endGameCollider.hero = perso; endGameCollider.endInfoPanel = GameStateController.get().endWindow; endGameCollider.endMainMenuButton = GameStateController.get().endMainMenuButton; Logger.Log("EndGameCollider.infoPanel" + endGameCollider.endInfoPanel, Logger.Level.INFO); } //specific code for adventure1 GameObject tutoRFPGameObject = GameObject.Find("TutoRFP"); if (null != tutoRFPGameObject && null != perso) { InfoWindowCollisionTrigger tutoRFP = tutoRFPGameObject.GetComponent <InfoWindowCollisionTrigger> (); tutoRFP.heroCollider = perso.GetComponent <CapsuleCollider> (); } }
private IEnumerator waitFade (float waitTime, EndGameCollider egc) { // do stuff before waitTime yield return new WaitForSeconds (waitTime); egc.displayEndMessage(); }
public void triggerEnd(EndGameCollider egc) { MemoryManager.get ().sendCompletionEvent(); gUITransitioner.TerminateGraphs(); //TODO merge fadeSprite with Modal background fadeSprite.gameObject.SetActive(true); fadeSprite.FadeIn(); StartCoroutine (waitFade (2f, egc)); }