Exemple #1
0
    void MelzReveal()
    {
        Script_VCamManager.VCamMain.SetNewVCam(VCamLB7);

        audioSource.PlayOneShot(SpotlightSFX, spotlightVolumeScale);
        cutSceneNPC.SetVisibility(true);
        MelzSpotlight.SetActive(true);
        game.PauseBgMusic();
        game.PlayNPCBgTheme(MelzBgThemePlayerPrefab);

        StartCoroutine(WaitAfterRevealDialogue());

        IEnumerator WaitAfterRevealDialogue()
        {
            yield return(new WaitForSeconds(afterMelzRevealWaitTime));

            /// Play Nameplate PRCS
            // dm.StartDialogueNode(afterIntroRevealNode, SFXOn: false);
            NameplateTimeline();
        }

        void NameplateTimeline()
        {
            Debug.Log("Starting Melz nameplate cut scene ");
            game.ChangeStateCutScene();

            namePlatePRCSPlayer.Play();
        }
    }
Exemple #2
0
 /// <summary> ============================================================
 /// Next Node Actions START
 /// </summary>============================================================
 public void NameplateTimeline()
 {
     Debug.Log("Calling from node");
     isPRCSActive = true;
     game.ChangeStateCutScene();
     namePlatePRCSPlayer.Play();
 }
Exemple #3
0
    /// NextNodeAction(s) END
    /// ===========================================================================

    private void PRCSDoneReaction(Script_PRCSPlayer PRCSPlayer)
    {
        Debug.Log("PRCS is Done");
        // GetComponent<Script_PRCSPlayer>().Stop(() => OnDone());
        if (PRCSPlayer == IntroPlayerPart1)
        {
            Debug.Log("PART 1 PRCS DONE!!!");

            // Play part 2
            IntroPlayerPart2.Play();
        }
        else if (PRCSPlayer == IntroPlayerPart2)
        {
            Debug.Log("PART 2 PRCS DONE!!!");

            dm.StartDialogueNode(onPRCSTimelineDoneNode, SFXOn: false);
        }
    }
Exemple #4
0
 public void PRCSKelsingorIntro()
 {
     game.ChangeStateCutScene();
     IntroPlayerPart1.Play();
 }