public void InitScene() { frontScene = GameObject.Find(crtSceneName); rearScene = GameObject.Find(prvSceneName); frontScene.SendMessage("ResetFrame"); rearScene.SendMessage("ResetFrame"); if (crtSceneName != prvSceneName) { rearScene.SendMessage("StopLoopCounter"); } frontScene.transform.position = new Vector3(0, 0, 1); rearScene.transform.position = new Vector3(0, 0, 2); traceText.InputTraceText("Next Chapter Invoke Start"); Invoke("GotoNextChapter", 600f); }
public void VideoPlayControl() { if (isPlay) { isPlay = !isPlay; traceText.InputTraceText("Video fade out and Destroy"); StartCoroutine(FadeOutAndDeactivate()); chapterControl.NextChapter(); } else { isPlay = !isPlay; traceText.InputTraceText("Video fade in and Actiate"); VideoReplay(); // Detect end of video clip vp.loopPointReached += DetectVideoEnd; } }
void Update() { if (isPlay) { if (!audioSourceOne.isPlaying) { crtLoopCount++; traceText.InputTraceText("current BGM loop count: " + crtLoopCount); if (crtLoopCount < maxLoopCount) { traceText.InputTraceText("Chapter2 BGM Play"); ChapterTwoBGMPlay(); } else if (crtLoopCount >= maxLoopCount) { traceText.InputTraceText("Chapter3 Play"); isPlay = false; crtLoopCount = 0; chapterControl.NextChapter(); } } } }
/**************************** * Sequence play method ***************************/ // A mrthod to play the sequence in a loop IEnumerator PlayLoop(float delay) { yield return(new WaitForSeconds(delay)); frameCounter = (++frameCounter) % textures.Length; if (frameCounter == textures.Length - 1 && isLoopCount) { loopCounter++; traceText.InputTraceText("Chapter3 Scene Loop Counter: " + loopCounter + ", " + this.gameObject.name); if (loopCounter >= maxLoopCounter) { GotoNextChapter(); } } StopCoroutine("PlayLoop"); }
public void SequenceFadeOutAndDeactivate() { traceText.InputTraceText("Chapter2 Sequence fade out and deactivate"); StartCoroutine(FadeOutAndDeactivate()); }