Esempio n. 1
0
 // Use this for initialization
 void Start()
 {
     hasPlayed    = false;
     boxCol       = GetComponent <BoxCollider>();
     renderers    = GetComponentsInChildren <Renderer>();
     audioManager = AudioManagerSingleton.Instance;
 }
Esempio n. 2
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 void Awake()
 {
     if (AudioManagerSingleton.GetInstance() == null) //Check if an AudioManager has already been assigned to static variable GameManager.instance or if it's still null
     {
         Instantiate(AudioManagerObjectPrefab);       // Instantiate AudioManager prefab
     }
 }
Esempio n. 3
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    IEnumerator FadeOut()
    {
        fader.CrossFadeAlpha(1f, 1f, false);
        AudioManagerSingleton.GetInstance().SetMusic(MusicType.None);

        yield return(new WaitForSeconds(1f));

        StopAllCoroutines();
        Application.LoadLevel("StartScreen");
    }
    // Use this for initialization
    void Start()
    {
        boxCol       = GetComponent <BoxCollider>();
        renderers    = GetComponentsInChildren <Renderer>();
        audioManager = AudioManagerSingleton.Instance;

        if (GetComponentInChildren <TextMeshProUGUI>() != null)
        {
            TextMeshProUGUI textMesh = GetComponentInChildren <TextMeshProUGUI>();
            textMesh.text = targetkeyword;
        }
    }
Esempio n. 5
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    IEnumerator ExitStartScreen()
    {
        AudioManagerSingleton.GetInstance().SetMusic(MusicType.None);

        faderImage.gameObject.SetActive(true);
        faderImage.canvasRenderer.SetAlpha(0f);
        faderImage.CrossFadeAlpha(1f, 1f, false);

        yield return(new WaitForSeconds(1.5f));

        StopCoroutine(ExitStartScreen());
        Application.LoadLevel("ChooseCharacter");
    }
Esempio n. 6
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    void Awake()
    {
        if (_instance != null && _instance != this)
        {
            Destroy(gameObject);
            return;
        }

        _instance = this;

        DontDestroyOnLoad(gameObject);

        if (Options.MusicOn)
        {
            _audioSource.Play();
        }
    }
Esempio n. 7
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    void EnforceSingleton()
    {
        if (instance == null)      // Check if instance already exists
        {
            instance = this;       // if not, set instance to this
        }
        else if (instance != this) // If instance already exists and it's not this
        {
            //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
            Destroy(gameObject);
        }

        DontDestroyOnLoad(gameObject);  //Sets this to not be destroyed when reloading scene

        ////Get a component reference to the attached BoardManager script
        //boardScript = GetComponent<BoardManager>();

        ////Call the InitGame function to initialize the first level
        //InitGame();
    }
Esempio n. 8
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 void Start()
 {
     AudioManagerSingleton.GetInstance().SetMusic(musicToSet);
 }
    IEnumerator DisplayStoryText()
    {
        yield return(new WaitForSeconds(1f));

        audioSource.Play();

        textHeader.CrossFadeAlpha(1f, 2f, false);

        yield return(new WaitForSeconds(2f));

        AudioManagerSingleton.GetInstance().SetMusic(MusicType.Game);

        textBody1.CrossFadeAlpha(1f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(3f));

        textBody2.CrossFadeAlpha(1f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(4f));

        textHeader.CrossFadeAlpha(0f, fadeDurationSeconds, false);
        textBody1.CrossFadeAlpha(0f, fadeDurationSeconds, false);
        textBody2.CrossFadeAlpha(0f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(2f));

        textBody1.text = "Your mission is to get Elf back through the maze.";
        textBody2.text = "Along the way, you'll face doors you can't fit through, characters who won't let you pass, traps set by others, and diminishing health.";

        textBody1.CrossFadeAlpha(1f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(2f));

        textBody2.CrossFadeAlpha(1f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(5f));

        textBody1.CrossFadeAlpha(0f, fadeDurationSeconds, false);
        textBody2.CrossFadeAlpha(0f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(2f));

        textBody1.text = "You'll have the help of other characters that you befriend throughout the game.";
        textBody2.text = "But take caution...Some might be a friendly face hiding evil, and others might be a friend wearing an evil face.";

        textBody1.CrossFadeAlpha(1f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(3f));

        textBody2.CrossFadeAlpha(1f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(4f));

        textBody1.CrossFadeAlpha(0f, fadeDurationSeconds, false);
        textBody2.CrossFadeAlpha(0f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(2f));

        textBody1.text = "Elf needs you to see past stereotypes and think critically to get back into place.";
        textBody2.text = "The fate of Elf, and all the characters of the book, rests with you.";

        textBody1.CrossFadeAlpha(1f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(3f));

        textBody2.CrossFadeAlpha(1f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(4f));

        textFooter.CrossFadeAlpha(1f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(2f));

        textBody1.CrossFadeAlpha(0f, fadeDurationSeconds, false);
        textBody2.CrossFadeAlpha(0f, fadeDurationSeconds, false);

        yield return(new WaitForSeconds(2f));

        textFooter.CrossFadeAlpha(0f, 2f, false);
        skipButton.CrossFadeAlpha(0f, 2f, false);

        yield return(new WaitForSeconds(3f));

        StopCoroutine(DisplayStoryText());
        StopCoroutine(SkipIntro());
        LoadNextScene();
    }
Esempio n. 10
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 public void OnChangeVolume(Slider inSlider)
 {
     AudioManagerSingleton.GetInstance().SetGlobalVolume(inSlider.value);
 }
Esempio n. 11
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 void OnEnable()
 {
     Debug.Log("on enable! " + name);
     GetComponent <AudioSource>().volume = AudioManagerSingleton.GetInstance().GetGlobalVolume();
 }