Esempio n. 1
0
    IEnumerator Script()
    {
        StartCoroutine("Shake");
        yield return(StartCoroutine(ChangeAppearance()));

        yield return(StartCoroutine(BlastLight()));

        StopCoroutine("Shake");
        _display.sprite = permanent ? null : _lastTransformAppeareance;
        _earthquake.StartEarthquake();
        if (!permanent)
        {
            InitTrueDaystar();
            yield return(StartCoroutine(DissolveBlastLight()));
        }
        else
        {
            _theHellFire.transform.position = new Vector3(0f, 16f, 0f);
            yield return(StartCoroutine(DissolveBlastLight()));

            _earthquake.StopEarthquake();
            yield return(StartCoroutine(_endGame.Play()));
        }
        Destroy(gameObject);
    }
Esempio n. 2
0
    IEnumerator ScriptReleaseAndDecay()
    {
        _skill.StopFlyingOut();
        yield return(StartCoroutine(_skill.SheepGoingHome3()));

        yield return(StartCoroutine(_skill.SheepGoingHome2()));

        yield return(StartCoroutine(_skill.SheepGoingHome()));

        yield return(StartCoroutine(BlastLight()));

        transform.position = new Vector3(0f, 10f, 0f);
        _earthquake.StopEarthquake();
        StartCoroutine(TheHellFireIsGone());
        yield return(new WaitForSeconds(1.25f));

        _display.color = new Color32(255, 255, 255, 0);
        yield return(StartCoroutine(DissolveBlastLight()));

        yield return(StartCoroutine(_endGame.Play()));

        Destroy(gameObject);
    }
Esempio n. 3
0
    IEnumerator Appear()
    {
        _earthquake.StartEarthquake();
        var t       = 0f;
        var srcPos  = _daystar.position;
        var destPos = new Vector3(srcPos.x, _appearPointY, srcPos.z);

        while (t <= 1f)
        {
            t += Time.deltaTime / _appearTime;
            _daystar.position = Vector3.Lerp(srcPos, destPos, t);
            yield return(null);
        }
        yield return(new WaitForSeconds(.75f));

        _earthquake.StopEarthquake();
        SceneManager.LoadScene(string.Format("Scenes/{0}", _defaultScene));
    }