IEnumerator FadeInAnimation (string levelName) { fadeCanvas.SetActive (true); fadeAnim.Play ("FadeIn"); yield return StartCoroutine (MyCoroutine.WaitForRealSeconds (0.7f)); SceneManager.LoadScene (levelName); FadeOut (); }
IEnumerator PlayerDiedRestartLevel() { //Debug.Log("GameplayController.PlayerDiedRestartLevel() called"); levelInProgress = false; coins = 0; smallBallsCount = 0; Time.timeScale = 0; if (LoadingScript.instance != null) { LoadingScript.instance.FadeOut(); } yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(1.25f))); SceneManager.LoadScene(SceneManager.GetActiveScene().name); if (LoadingScript.instance != null) { LoadingScript.instance.PlayFadeInAnimation(); } }
private IEnumerator LevelCompleted() { countdownLevel = false; pauseBtn.interactable = false; int currentLevel = GameController.instance.currentLevel; currentLevel++; if (currentLevel < GameController.instance.levels.Length) { GameController.instance.levels[currentLevel] = true; } Object.Instantiate(endOfLevelRewards[GameController.instance.currentLevel], new Vector3(0f, Camera.main.orthographicSize, 0f), Quaternion.identity); if (GameController.instance.doubleCoins) { coins *= 2; } GameController.instance.coins = coins; GameController.instance.Save(); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(4f))); levelInProgress = true; Player.instance.StopMoving(); Time.timeScale = 0f; levelFinishedPanel.SetActive(value: true); showScoreAtTheEndOfLevelText.text = string.Concat(playerScore); }
IEnumerator GivePlayerLivesAfterWatchingVideo () { watchVideoText.text = "Thank you for watching!"; yield return StartCoroutine (MyCoroutine.WaitForRealSeconds (2f)); coins = 0; playerLives = 2; smallBallsCount = 0; GameController.instance.currentLives = playerLives; GameController.instance.currentScore = playerScore; Time.timeScale = 0; if (LoadingScreen.instance != null) { LoadingScreen.instance.FadeOut (); } yield return StartCoroutine (MyCoroutine.WaitForRealSeconds (1.25f)); // Application.loadedLevelName SceneManager.LoadScene (SceneManager.GetActiveScene ().name); if (LoadingScreen.instance != null) { LoadingScreen.instance.PlayFadeInAnimation (); } }
IEnumerator GiveLivesForVideo() { watchVideoText.text = "Thank you for watching."; yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(2f))); coins = 0; lives = 2; smallBallsCount = 0; GameController.instance.currentLives = lives; GameController.instance.currentScore = score; Time.timeScale = 0; if (LoadingScreen.instance != null) { LoadingScreen.instance.FadeOut(); } yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(1.25f))); SceneController.LoadLevel(SceneController.GetCurrentScene().name); if (LoadingScreen.instance != null) { LoadingScreen.instance.PlayLoadingScreen(); } }
IEnumerator IELevelCompleted() { countDownLevel = false; pauseBtn.interactable = false; int unlockedLevel = GameController.instance.currentLevel; unlockedLevel++; if (!(unlockedLevel >= GameController.instance.levels.Length)) { GameController.instance.levels [unlockedLevel] = true; GameController.instance.Save(); } // Instantiate (endOfLevelRewards [GameController.instance.currentLevel], // new Vector3 (0, Camera.main.orthographicSize, 0), Quaternion.identity); if (GameController.instance.doubleCoins) { coins *= 2; } GameController.instance.coins += coins; GameController.instance.Save(); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(2.5f))); levelInProgress = false; Player.instance.StopMoving(); Time.timeScale = 0f; levelFinishedPanel.SetActive(true); showScoreAtEndOfLevelText.text = "" + playerScore; }
private IEnumerator SetPlayerInvincible() { isInvincible = true; yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(3))); isInvincible = false; }
IEnumerator FadeOutAnimation() { fadeAnim.Play("FadeOut"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(1f))); fadeCanvas.SetActive(false); }
IEnumerator GivePlayerLivesRewardAfterWatchingVideo() { watchVideoText.text = "Thank Yout For Watching The Video. You Earn 2 Extra Lives"; yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(2f))); coins = 0; playerLives = 2; smallBallCount = 0; GameController.instance.currentLives = playerLives; GameController.instance.currentScore = playerScore; Time.timeScale = 0; if (LoadingScreen.instance != null) { LoadingScreen.instance.FadeOut(); } yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(1.25f))); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); if (LoadingScreen.instance != null) { LoadingScreen.instance.PlayFadeInAnimation(); } }
IEnumerator GivePlayerLivesRewardAfterWatchingVideo() { //Debug.Log("GameplayController.GivePlayerLivesRewardAfterWatchingVideo() called"); watchVideoText.text = "Thank You For Viewing!~"; yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(2f))); coins = 0; playerLives = 2; smallBallsCount = 0; GameController.instance.currentLevel = playerLives; GameController.instance.currentScore = playerScore; Time.timeScale = 0; if (LoadingScript.instance != null) { LoadingScript.instance.FadeOut(); } yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(1.25f))); SceneManager.LoadScene(SceneManager.GetActiveScene().name); if (LoadingScript.instance != null) { LoadingScript.instance.PlayFadeInAnimation(); } }
IEnumerator AnimateNotificationPanel(string message) { notificationAnim.Play("SlideIn"); notificationText.text = message; yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(2f))); notificationAnim.Play("SlideOut"); }
IEnumerator _FadeOut(String level) { fadeCanvas.SetActive(true); fadeAnim.Play("FadeOut"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(1f))); Application.LoadLevel(level); }
IEnumerator FadeInAnimation(string leveName) { fadeCanvas.SetActive(true); fadeAnim.Play("FadeIn"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(.7f))); FadeOut(); }
IEnumerator IEQuitGame() { GameController.instance.Save(); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(0.5f))); Application.Quit(); }
IEnumerator CallAds() { yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(3f))); LoadInterstitial(); LoadVideo(); AppLovin.ShowAd(AppLovin.AD_POSITION_TOP, AppLovin.AD_POSITION_CENTER); }
private IEnumerator FadeIn() { yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(0.4f))); if (GameplayController.instance != null) { GameplayController.instance.setHasLevelBegan(hasLevelBegan: true); } }
IEnumerator ShowLoadingScreen () { Show (); yield return StartCoroutine (MyCoroutine.WaitForRealSeconds (1f)); Hide (); if (GameplayController.instance != null) { GameplayController.instance.setHasLevelStarted (true); } }
IEnumerator FadeOutAnimation() { fadeCanvas.SetActive(true); fadeAnim.Play("FadeOut"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(.1f))); fadeCanvas.SetActive(false); Application.LoadLevel("GamePlay"); }
IEnumerator FadeInAnimate(string level) { fadeCanvas.SetActive(true); fadeAnim.Play("FadeIn"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(.7f))); SceneManager.LoadScene(level); // Application.LoadLevel(level); FadeOut(); }
IEnumerator PromptUserToWatchAVideo () { levelInProgress = false; countDownLevel = false; pauseBtn.interactable = false; Time.timeScale = 0; yield return StartCoroutine (MyCoroutine.WaitForRealSeconds (0.7f)); playerDiedPanel.SetActive (true); }
IEnumerator FadeIn () { yield return StartCoroutine (MyCoroutine.WaitForRealSeconds (0.4f)); if (GameplayController.instance != null) { GameplayController.instance.setHasLevelStarted (true); } yield return StartCoroutine (MyCoroutine.WaitForRealSeconds (0.9f)); fadePanel.SetActive (false); }
IEnumerator FadeInAnimation(string LevelName) { fadeCanvas.SetActive(true); fadeAnim.Play("FadeIn Animation"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(.7f))); // return another coroutine from another coroutine in another class SceneManager.LoadScene(LevelName); // load scene process //FadeOut(); // fadeout after fade in StartCoroutine(FadeOutAnimation()); }
private IEnumerator ShowLoadingScreen() { Show(); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(0.5f))); Hide(); if (GameplayController.instance != null) { GameplayController.instance.setHasLevelBegan(hasLevelBegan: true); } }
private IEnumerator PromptTheUserToWatchAVideo() { levelInProgress = false; countdownLevel = false; pauseBtn.interactable = false; Time.timeScale = 0f; Spawner.Instance.StopSpawning(); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(0.7f))); playerDiedPanel.SetActive(value: true); }
IEnumerator FadeInOut(string level) { panel.SetActive(true); animator.Play("FadeOut"); yield return(MyCoroutine.WaitForRealSeconds(1f)); SceneManager.LoadScene(level); animator.Play("FadeIn"); yield return(MyCoroutine.WaitForRealSeconds(.7f)); panel.SetActive(false); }
IEnumerator FadeInOut(string level) { panel.SetActive(true); anim.Play("FadeIn"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(1f))); Application.LoadLevel(level); anim.Play("FadeOut"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(0.7f))); panel.SetActive(false); }
IEnumerator FadeInOut(string level) { fadePanel.SetActive(true); //Turn on panel fadeAnim.Play("FadeIn"); //Fade it in yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(.2f))); //wait a moment SceneManager.LoadScene(level); //Change scene fadeAnim.Play("FadeOut"); //Fade out to scene yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(.7f))); //Wait some more fadePanel.SetActive(false); //Turn off panel }
IEnumerator FadeInOut(string level) { fadePanel.SetActive(true); fadeAnim.Play("FadeIn"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(1f))); SceneManager.LoadScene(level); fadeAnim.Play("FadeOut"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(1f))); fadePanel.SetActive(false); }
IEnumerator FadeInAnimation(string sceneName) { fadeCanvas.SetActive(true); fadeAnim.Play("FadeIn"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(0.3f))); SceneManager.LoadScene(sceneName); fadeAnim.Play("FadeOut"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(0.3f))); fadeCanvas.SetActive(false); }
IEnumerator FadeInOut(string scene) { canvas.SetActive(true); animator.Play("FadeOut"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(1f))); SceneManager.LoadScene(scene); animator.Play("FadeIn"); yield return(StartCoroutine(MyCoroutine.WaitForRealSeconds(.7f))); canvas.SetActive(false); }