private void LeaveWork() { Debug.Log("Clock out time reached"); ts.timePaused = true; if (sceneName == null) { Debug.LogError("No Scene to load into for this door."); } else { int previousMoneyValue = PlayerPrefs.GetInt(GlobalConfig.key_Money); int gainedMoney = CalculateHoursWorked() * 100; PlayerPrefs.SetInt(GlobalConfig.key_GainedMoney, gainedMoney); previousMoneyValue += gainedMoney; PlayerPrefs.SetInt(GlobalConfig.key_Money, previousMoneyValue); GlobalConfig.SaveTime(ts); SceneTransitioner.FadeOut(sceneName); } StopCoroutine(CheckForClockOut()); }
public void InteractionFunction() { TimeSystem.Instance.timePaused = true; PlayerMovement.Instance.ableToMove = false; InteractionSystem.Instance.ableToAction = false; GlobalConfig.SaveForMorning(TimeSystem.Instance.currentDayOfTheWeek); PlayerHealth.Instance.SetLastTimePlayerSlept(); bool stinkBool = PlayerHealth.Instance.playerStinks; if (stinkBool) { PlayerPrefs.SetInt(GlobalConfig.key_Showering_PlayerStinks, 1); } else { PlayerPrefs.SetInt(GlobalConfig.key_Showering_PlayerStinks, 0); } GlobalConfig.SaveSleepHealth(PlayerHealth.Instance); SceneTransitioner.FadeOut(UnityEngine.SceneManagement.SceneManager.GetActiveScene().name); }
// Use this for initialization void Start() { t = GetComponent <SceneTransitioner>(); }
void Awake() { S = this; }
void Start() { st = new SceneTransitioner(); }
IEnumerator DoLevelLoad(LevelData levelToLoad) { IsLoading = true; Debug.Log("Starting Level Load : " + levelToLoad.SceneFile.SceneName); DontDestroyOnLoad(gameObject); Scene oldScene = SceneManager.GetActiveScene(); SceneTransitioner transitioner = SceneTransitioner.GetTransition(SceneTransitionType.Fade); transitioner.Run(SceneTransitionDirection.Out, 1f, false); yield return(new WaitForSecondsRealtime(1.1f)); //First load the loading screen AsyncOperation loadOp = SceneManager.LoadSceneAsync(SceneNames.LoadingScreen, LoadSceneMode.Single); while (!loadOp.isDone) { yield return(null); } Fun_MonoBehaviourInitializer.Initialized = false; transitioner.Run(SceneTransitionDirection.In, 1f, false); yield return(new WaitForSecondsRealtime(1.1f)); Time.timeScale = 0f; //Then load the new level loadOp = SceneManager.LoadSceneAsync(levelToLoad.SceneFile.SceneName, LoadSceneMode.Additive); Scene sceneToLoad = SceneManager.GetSceneByName(levelToLoad.SceneFile.SceneName); loadOp.allowSceneActivation = false; while (!loadOp.isDone && !sceneToLoad.isLoaded) { if (loadOp.progress >= .9f) { loadOp.allowSceneActivation = true; } yield return(null); } Debug.Log("Scene " + levelToLoad.SceneFile.SceneName + " Loaded; Setting Active"); SceneManager.SetActiveScene(sceneToLoad); //now do our fun monobehaviour queueing!! Fun_MonoBehaviourInitializer.Run(); while (!Fun_MonoBehaviourInitializer.Initialized) { yield return(null); } yield return(null); transitioner.Run(SceneTransitionDirection.Out, 1f, false); yield return(new WaitForSecondsRealtime(1.1f)); //unload the loading screen AsyncOperation unloadOp = SceneManager.UnloadSceneAsync(SceneNames.LoadingScreen); while (!unloadOp.isDone) { yield return(null); } Time.timeScale = 1f; Debug.Log("Loading Screen Unloaded"); transitioner.Run(SceneTransitionDirection.In, 1f, true); yield return(new WaitForSecondsRealtime(1.1f)); IsLoading = false; Debug.Log("Successfully Loaded Level : " + levelToLoad.SceneFile.SceneName); Destroy(gameObject); }
private void Awake() { Instance = this; StartCoroutine(FadeOut()); }
protected override void ActionPerformed(GameCharacterController gameCharacterController) { base.ActionPerformed(gameCharacterController); SceneTransitioner.GetInstance().GoToScene(3); }
public void InteractionFunction() { if (openable) { PlayerMovement.Instance.ableToMove = false; InteractionSystem.Instance.ableToAction = false; if (sceneName == null) { Debug.LogError("No Scene to load into for this door."); } else { ts.timePaused = true; if (workDoor) { WeeklyTasks wt = WeeklyTasks.Instance; if (ts.currentHour > 8) { Debug.LogWarning("Player is late to work."); wt.timesLateToWork += 1; } wt.daysWorked += 1; GlobalConfig.SaveWeeklyTasks(wt); } GlobalConfig.SaveTime(ts); GlobalConfig.SaveCitizenStatus(FindObjectOfType <CitizenRanking>()); bool stinkBool = PlayerHealth.Instance.playerStinks; if (stinkBool) { PlayerPrefs.SetInt(GlobalConfig.key_Showering_PlayerStinks, 1); } else { PlayerPrefs.SetInt(GlobalConfig.key_Showering_PlayerStinks, 0); } #region Player Inventory PlayerPrefs.SetInt(GlobalConfig.key_Trash, pi.trashOnHand); PlayerPrefs.SetInt(GlobalConfig.key_Money, pi.money); if (pi.hasWeapon) { PlayerPrefs.SetInt(GlobalConfig.key_Weapon, 1); } else { PlayerPrefs.SetInt(GlobalConfig.key_Weapon, 0); } #endregion attachedAnimator.SetTrigger("Open"); SceneTransitioner.FadeOut(sceneName); } } }
protected override void Die() { base.Die(); StartCoroutine(SceneTransitioner.GetInstance().GoToSceneAfterNSeconds(indexScene: 2, deadAnimationTime)); }
// Use this for initialization void Start() { t = GetComponent <SceneTransitioner>(); GetComponent <AudioSource>().PlayOneShot(Resources.Load <AudioClip>("Sound/SFX/Misc/Death"), 0.7f); }