public IEnumerator CoolDownPhase() { exerciseStage = ExerciseStage.coolDown; yield return(new WaitForSeconds(4f)); StartCoroutine(uiManager.PhaseIndicatorAnimation("Cool Down Phase")); while (exerciseStage == ExerciseStage.coolDown) { Destroy(Instantiate(ring, new Vector2(14, Random.Range(-3f, 3f)), Quaternion.identity), 15); yield return(new WaitForSeconds(4f)); } }
public IEnumerator WarmUpPhase() { yield return(new WaitForSeconds(1)); FindObjectOfType <PlayerController>().audioSource.PlayOneShot(FindObjectOfType <PlayerController>().startSound, 0.15f); exerciseStage = ExerciseStage.warmUp; StartCoroutine(uiManager.PhaseIndicatorAnimation("Warm Up Phase")); while (exerciseStage == ExerciseStage.warmUp) { Destroy(Instantiate(ring, new Vector2(14, Random.Range(-3f, 3f)), Quaternion.identity), 15); yield return(new WaitForSeconds(4f)); } }
public IEnumerator WorkOutPhase() { exerciseStage = ExerciseStage.workOut; yield return(new WaitForSeconds(4f)); StartCoroutine(uiManager.PhaseIndicatorAnimation("Work Out Phase")); while (exerciseStage == ExerciseStage.workOut) { GameObject currentBuilding = Instantiate(building, new Vector2(14, Random.Range(-8f, -4f)), Quaternion.identity) as GameObject; SpawnJewel(currentBuilding.transform.position); Destroy(currentBuilding, 15f); yield return(new WaitForSeconds(4f)); } }
public IEnumerator Finished() { exerciseStage = ExerciseStage.finished; yield return(new WaitForSeconds(9f)); StartCoroutine(uiManager.PhaseIndicatorAnimation("Great Flying!")); FindObjectOfType <PlayerController>().audioSource.PlayOneShot(uiManager.cheerSound, 0.4f); yield return(new WaitForSeconds(2f)); FindObjectOfType <UIManager>().blackFade.GetComponent <Animator>().Play("FadeOut"); yield return(new WaitForSeconds(2f)); FindObjectOfType <UIManager>().postScoreText.gameObject.SetActive(true); FindObjectOfType <UIManager>().PostGameScore(); FindObjectOfType <UIManager>().postScoreText.GetComponent <Animator>().Play("FadeIn"); }