public IEnumerator StartCutScene() { Debug.Log("Playing Cutscene..."); CutSceneInfo OnStartCutScene = new CutSceneInfo { description = "Scanning ... Scanning ... I detect weapons. \n Maybe I can blast the door open.", obj = gameObject, cutSceneName = "Door", cutSceneNumber = 2 }; OnStartCutScene.FireEvent(); cutSceneInProgress = true; yield return(new WaitForSeconds(0.25f)); Camera.main.transform.position = new Vector3(19f, -7f, -10f); FindObjectOfType <PlayerPower>().transform.position = otherDoor.transform.position; FindObjectOfType <PlayerMovement>().gotoFloorPoint = otherDoor.transform.position; while (cutSceneInProgress) { yield return(new WaitForSeconds(1f)); } yield return(new WaitForSeconds(0.1f)); //ReturnFromCutScene(); }
IEnumerator RocketPowerUse() { while (inFlight) { FindObjectOfType <PlayerPower>().PlayerPowerLevel -= 1; if (FindObjectOfType <PlayerPower>().PlayerPowerLevel <= 0) { CutSceneInfo OnStartCutScene = new CutSceneInfo { description = "", obj = gameObject, cutSceneName = "Death" }; OnStartCutScene.FireEvent(); Debug.Log("End Of Game"); this.enabled = false; inFlight = false; yield break; } yield return(new WaitForSeconds(3f)); } yield return(new WaitForSeconds(0.1f)); }
public IEnumerator StartCutScene() { //yield return StartCoroutine(FindObjectOfType<DialogMaster>().Say("What's This?... An Underground Passage?")); FindObjectOfType <DialogMaster>().CloseDialog(); Debug.Log("Playing Cutscene..."); CutSceneInfo OnStartCutScene = new CutSceneInfo { description = "The hatch led to an elevator. \n I wonder how deep underground it goes.", obj = gameObject, cutSceneName = "Hatch", cutSceneNumber = 1 }; OnStartCutScene.FireEvent(); cutSceneInProgress = true; yield return(new WaitForSeconds(4f)); Camera.main.transform.position = Vector3.back * 10; if (soundEffect2 != null) { RuntimeManager.PlayOneShotAttached(soundEffect2, gameObject); } yield return(new WaitForSeconds(0.5f)); FindObjectOfType <PlayerPower>().transform.position = destination.transform.position; FindObjectOfType <PlayerMovement>().gotoFloorPoint = destination.transform.position; foreach (GameObject g in hideThese) { g.SetActive(false); } foreach (GameObject g in showThese) { g.SetActive(true); } while (cutSceneInProgress) { yield return(new WaitForSeconds(0.5f)); } //yield return StartCoroutine(FindObjectOfType<DialogMaster>().Say("This lift looks dead \n Maybe I can charge it")); //FindObjectOfType<DialogMaster>().CloseDialog(); //ReturnFromCutScene(); }
public IEnumerator StartCutScene() { Debug.Log("Playing Cutscene..."); CutSceneInfo OnStartCutScene = new CutSceneInfo { description = "", obj = gameObject, cutSceneName = "Charging Room", cutSceneNumber = 3 }; OnStartCutScene.FireEvent(); yield return(new WaitForSeconds(0.25f)); Debug.Log("Final..."); }