Exemple #1
0
        private IEnumerator StartPhase()
        {
            // Make sure the Outro UI is not being shown and the intro UI is.
            StartCoroutine(m_UIController.ShowIntroUI());
            StartCoroutine(m_UIController.HideOutroUI());

            m_CameraContainer.transform.position = new Vector3(0, 0, 0);

            // To make sure the user is facing the right way show the arrows.
            m_GuiArrows.Show();

            // Turn off the fog whilst showing the intro.
            RenderSettings.fog = false;

            // Make sure the game is stopped for the flyer's health.
            m_HealthController.StopGame();

            // Since a selection slider is being used, hide the radial and show the reticle.
            m_SelectionSlider.gameObject.SetActive(true);
            m_SelectionRadial.Hide();
            m_Reticle.Show();
            m_FlyerMovementController.m_Speed = 70f;
            m_flyerPlayership.SetActive(false);



            // The user should hold Fire1 for the selection slider so turn on warnings for tapping.
            m_InputWarnings.TurnOnDoubleTapWarnings();
            m_InputWarnings.TurnOnSingleTapWarnings();

            // In order wait for the selection slider to fill, then the intro UI to hide, then the camera to fade out.
            yield return(StartCoroutine(m_SelectionSlider.WaitForBarToFill()));

            yield return(StartCoroutine(m_UIController.HideIntroUI()));

            yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false)));

            // Once the screen has faded out, we can hide UI elements we don't want to see anymore like the arrows and reticle.
            m_GuiArrows.Hide();
            m_Reticle.Hide();

            // Turn the fog back on so spawned objects won't appear suddenly.
            RenderSettings.fog = true;

            // The user now needs to tap to fire so turn off the warnings.
            m_InputWarnings.TurnOffDoubleTapWarnings();
            m_InputWarnings.TurnOffSingleTapWarnings();

            // Now wait for the screen to fade back in.
            yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false)));
        }
Exemple #2
0
    async public override void OnInteractionTrigger(InteractionModes mode)
    {
        teleportIsOver = false;

        StartCoroutine(cameraFade.BeginFadeOut(fadeTime, false));

        if (audioClip)
        {
            ReferenceManagerIndependent.Instance.PlayAudioClip(audioClip);
        }

        CharacterController playerChar = who.GetComponent <CharacterController>();

        if (playerChar)
        {
            referenceManagerIndependent.PlatformManager.GetPlayerController().enabled = false;
            playerChar.enabled = false;
        }

        await new WaitForSeconds(fadeTime);
        who.transform.position = teleportDestiny;


        StartCoroutine(cameraFade.BeginFadeIn(fadeTime, false));

        if (playerChar)
        {
            referenceManagerIndependent.PlatformManager.GetPlayerController().enabled = true;
            playerChar.enabled = true;
        }

        teleportIsOver = true;

        OnFinish();
    }
Exemple #3
0
        private IEnumerator RotateCamera(float increment)
        {
            // Determine how the camera should rotate base on it's orbit style.
            switch (m_OrbitStyle)
            {
            // If the style is smooth add a torque to the camera's rigidbody.
            case OrbitStyle.Smooth:

                print("swiping left");
                m_Rigidbody.AddTorque(transform.up * increment);
                break;

            // If the style is step then rotate the camera's transform by a set amount.
            case OrbitStyle.Step:
                transform.Rotate(0, increment, 0);
                break;

            // If the style is step with a fade, wait for the camera to fade out, then step the rotation around, the wait for the camera to fade in.
            case OrbitStyle.StepWithFade:
                yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_RotationFadeDuration, false)));

                transform.Rotate(0, increment, 0);
                yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_RotationFadeDuration, false)));

                break;
            }
        }
        private IEnumerator ActivateButton()
        {
            // If the camera is already fading, ignore.
            if (m_CameraFade.IsFading)
            {
                yield break;
            }

            // If anything is subscribed to the OnButtonSelected event, call it.
            if (OnButtonSelected != null)
            {
                OnButtonSelected(this);
            }

            // Wait for the camera to fade out.
            yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true)));

            // Load the level.
            //SceneManager.LoadScene(m_SceneToLoad, LoadSceneMode.Single);
            m_videoController.IncrementVideo(next);

            yield return(new WaitForSeconds(1.5f));

            yield return(StartCoroutine(m_CameraFade.BeginFadeIn(true)));
        }
        private IEnumerator ActivateButton()
        {
            // If the camera is already fading, ignore.
            if (m_CameraFade.IsFading)
            {
                yield break;
            }

            // Wait for the camera to fade out.
            yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true)));

            Debug.Log(m_InteractiveItem.gameObject.name);
            Debug.Log(oldLocation);

            if (m_InteractiveItem.gameObject.name == "Exit")
            {
                PlayerState playerState = player.GetComponent <PlayerState>();
                player.transform.position = playerState.oldLocation;
                GameObject           navPanel             = GameObject.Find("NavPanel");
                GotoNavigationPortal gotoNavigationPortal = navPanel.GetComponent <GotoNavigationPortal>();
                gotoNavigationPortal.inNavigation = false;
            }
            else
            {
                player.transform.position = new Vector3(loc_X, loc_Y, loc_Z);
            }

            yield return(StartCoroutine(m_CameraFade.BeginFadeIn(true)));
        }
Exemple #6
0
 void OnShowResult(string s, bool showIt)
 {
     if (showIt)
     {
         RenderSettings.skybox = ui;
         StartCoroutine(vrCameraFade.BeginFadeIn(0.5f, false));
     }
 }
Exemple #7
0
    IEnumerator StartAgainReoutine()
    {
        ball.SetActive(true);
        yield return(new WaitForSeconds(0.2f));

        state = states.ON_AIMING;
        SetFloors(true);
        Events.OnShowResult("", false);
        yield return(StartCoroutine(vrCameraFade.BeginFadeIn(1, false)));
    }
Exemple #8
0
        private IEnumerator EndPhase()
        {
            // Turn off the ability to set targets for the character.
            m_MazeTargetSetting.Deactivate();

            // Hide the reticle as it's not required at the moment.
            m_Reticle.Hide();

            // The reticle also controls the rotation for the selection radial so set it to use default rotation.
            m_Reticle.UseNormal = false;

            // Hide the destination marker as targets are no longer being set.
            m_DestinationMarker.Hide();

            // If the player won...
            if (m_Win)
            {
                // ... play the win particles and audio.
                m_WinParticles.Play(true);
                m_GameOverAudioSource.Play();

                // Wait for the particles to finish.
                yield return(new WaitForSeconds(m_WinParticles.main.duration));

                // Wait for the win UI to fade in.
                yield return(StartCoroutine(m_WinFader.InteruptAndFadeIn()));
            }
            else
            {
                // If the player didn't win wait for the lose UI to fade in.
                yield return(StartCoroutine(m_LoseFader.InteruptAndFadeIn()));
            }

            // The user needs to hold Fire1 to pass the UI so turn on double tap warnings.
            m_InputWarnings.TurnOnDoubleTapWarnings();

            // Wait for the radial to fill.
            yield return(StartCoroutine(m_SelectionRadial.WaitForSelectionRadialToFill()));

            // Turn the tap warnings back off.
            m_InputWarnings.TurnOffDoubleTapWarnings();

            // In order wait for the win and lose UI to fade out (only one should be faded in) then wait for the camera to fade out.
            yield return(StartCoroutine(m_WinFader.InteruptAndFadeOut()));

            yield return(StartCoroutine(m_LoseFader.InteruptAndFadeOut()));

            yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true)));

            // Restart all the dependent scripts.
            Restart();

            // Wait for the screen tot fade back in.
            yield return(StartCoroutine(m_CameraFade.BeginFadeIn(true)));
        }
Exemple #9
0
        private IEnumerator StartPhase()
        {
            // Make sure the Outro UI is not being shown and the intro UI is.
            StartCoroutine(m_UIController.ShowIntroUI());
            StartCoroutine(m_UIController.HideOutroUI());

            // To make sure the user is facing the right way show the arrows.
            m_GuiArrows.Show();

            // Turn off the fog whilst showing the intro.
            RenderSettings.fog = false;

            // Make sure the game is stopped for the flyer's health.
            m_HealthController.StopGame();

            // Since a selection slider is being used, hide the radial and show the reticle.
            m_SelectionRadial.Hide();
            m_Reticle.Show();

            // In order wait for the selection slider to fill, then the intro UI to hide, then the camera to fade out.
            yield return(StartCoroutine(m_SelectionSlider.WaitForBarToFill()));

            yield return(StartCoroutine(m_UIController.HideIntroUI()));

            yield return(StartCoroutine(m_CameraFade.BeginFadeOut(m_IntroOutroFadeDuration, false)));

            // Once the screen has faded out, we can hide UI elements we don't want to see anymore like the arrows and reticle.
            m_GuiArrows.Hide();
            m_Reticle.Hide();

            // Turn the fog back on so spawned objects won't appear suddenly.
            RenderSettings.fog = true;

            // Now wait for the screen to fade back in.
            yield return(StartCoroutine(m_CameraFade.BeginFadeIn(m_IntroOutroFadeDuration, false)));
        }
    private IEnumerator ActivateFade()
    {
        // If the camera is already fading, ignore.
        if (m_CameraFade.IsFading)
        {
            yield break;
        }

        if (fadeOutOnSelect)
        {
            yield return(StartCoroutine(m_CameraFade.BeginFadeOut(true)));
        }
        if (fadeInOnSelect)
        {
            yield return(StartCoroutine(m_CameraFade.BeginFadeIn(true)));
        }
    }