Exemple #1
0
    IEnumerator ShowFeedbackCoroutine()
    {
        bool showMiss  = false;
        bool showSlow  = false;
        bool showFast  = false;
        bool showGood  = false;
        bool showExc   = false;
        bool showScore = false;
        bool showChain = false;

        if (!showMiss)
        {
            StartCoroutine("UpdateHitFeedbackScreenCoroutine", "miss");
            showMiss = true;
        }
        yield return(new WaitForSeconds(0.5f));

        if (!showSlow)
        {
            StartCoroutine("UpdateHitFeedbackScreenCoroutine", "slow");
            showSlow = true;
        }
        yield return(new WaitForSeconds(0.5f));

        if (!showFast)
        {
            StartCoroutine("UpdateHitFeedbackScreenCoroutine", "fast");
            showFast = true;
        }
        yield return(new WaitForSeconds(0.5f));

        if (!showGood)
        {
            StartCoroutine("UpdateHitFeedbackScreenCoroutine", "good");
            showGood = true;
        }
        yield return(new WaitForSeconds(0.5f));

        if (!showExc)
        {
            StartCoroutine("UpdateHitFeedbackScreenCoroutine", "exc");
            showExc = true;
        }
        yield return(new WaitForSeconds(1.0f));

        if (!showScore)
        {
            StartCoroutine("UpdateHitFeedbackScreenCoroutine", "score");
            showScore = true;
        }
        if (!showChain)
        {
            StartCoroutine("UpdateHitFeedbackScreenCoroutine", "chain");
            showChain = true;
        }
        yield return(new WaitForSeconds(2.0f));

        feedbackWindowGradeText.text = levelStatsData.GetLevelGrade().ToString();
        feedbackWindowGradeText.gameObject.SetActive(true);

        yield return(new WaitForSeconds(0.5f));

        if (levelStatsData.GetLevelGrade() >= 60)
        {
            feedbackWindowGradeSEAL.gameObject.SetActive(true);
        }

        yield return(new WaitForSeconds(1.0f));

        feedbackWindowNextButton.gameObject.SetActive(true);
        feedbackWindowSaveButton.gameObject.SetActive(true);
    }