private IEnumerator ShowGuard() { yield return(new WaitForSeconds(3f)); _leadMover.IsShowing(true); StartCoroutine(_leadMover.MoveToPosition(_guard)); StartCoroutine(_writer.WriteNarration("Click on the guard, I will tell you his sin")); }
private IEnumerator MoveLeadToLever() { yield return(new WaitForSeconds(2f)); _leadMover.IsShowing(true); StartCoroutine(_leadMover.MoveToPosition(gameObject)); yield return(new WaitForSeconds(3f)); _cameraFx.ZoomCameras(false); _leadMover.IsShowing(false); }
public IEnumerator MoveCamera(GameObject gate) { yield return(new WaitForSeconds(1.2f)); _leadMover.IsShowing(true); StartCoroutine(_leadMover.MoveToPosition(gate)); yield return(new WaitForSeconds(3f)); _cameraFx.ZoomCameras(false); _leadMover.IsShowing(false); }
private IEnumerator DragAndDropTutorial() { _firstClick.StopAllCoroutines(); StartCoroutine(_writer.WriteNarration("")); _leadMover.IsShowing(true); _key.transform.GetChild(0).GetComponent <Light>().enabled = true; StartCoroutine(_writer.WriteNarration("Now get the key, don't let the guard see you")); StartCoroutine(_leadMover.MoveToPosition(_key)); yield return(new WaitForSeconds(3f)); _cameraFx.ZoomCameras(false); StartCoroutine(_writer.WriteNarration("Drag and Drop the coin near the guard when you need to")); yield return(new WaitForSeconds(1f)); _leadMover.StopAllCoroutines(); _leadMover.IsShowing(false); }
private IEnumerator WaitToRead() { _tutorial.StopAllCoroutines(); yield return(new WaitForSeconds(2.5f)); /*_tutorial.TutorialCursorSwitch(); * * yield return StartCoroutine(_writer.WriteNarration("Lucky you with a coin under your blanket, feed his greed")); * yield return StartCoroutine(_writer.WriteNarration("Go to your bed and pick up the coin")); * yield return StartCoroutine(_writer.WriteNarration("W,A,S,D to move, Space to jump, and hold Shift to run")); * _player.GetComponent<Movement>().enabled = true;*/ _coin.transform.GetChild(0).GetComponent <Light>().enabled = true; _coin.GetComponent <CircleCollider2D>().enabled = true; _player.GetComponent <Loot>().enabled = true; _player.GetComponent <Interact>().enabled = true; StartCoroutine(_leadMover.MoveToPosition(_coin)); yield return(new WaitForSeconds(3f)); _cameraFx.ZoomCameras(false); _leadMover.IsShowing(false); }