Esempio n. 1
0
    IEnumerator copulateChild(HouseAction houseAction, float time)
    {
        houseAction.countdownLabel.text = time.ToString();

        float valueEachFrame = Time.fixedDeltaTime / (time / PlayerInfo.Instance.userInfo.timeScale);
        float elapsedTime    = 0.0f;
        float currentTime    = time;

        while (true)
        {
            elapsedTime += Time.fixedDeltaTime;
            houseAction.countdownForeground.fillAmount -= valueEachFrame;

            if (elapsedTime >= 1.0f)
            {
                currentTime--;
                elapsedTime = 0.0f;

                houseAction.countdownLabel.text = currentTime.ToString();
            }

            if (houseAction.countdownForeground.fillAmount <= 0.0f && currentTime <= 0)
            {
                copulateOut();
                yield break;
            }

            yield return(0);
        }
    }
Esempio n. 2
0
    public void copulateIn()
    {
        PlayerDragon.SetActive(false);

        currentHouse.StateAction    = EHouseStateAction.CLOSE;
        dragonController.isCopulate = true;
        HouseAction action = currentHouse.GetComponent <HouseAction>();

        action.countdown.SetActive(true);
        action.countdownForeground.fillAmount = 1;
        EffectSupportor.Instance.fadeInAndDestroy(action.countdown, ESpriteType.UI_SPRITE, 0.8f);

        StartCoroutine(copulateChild(action, 1));
    }
Esempio n. 3
0
    void Start()
    {
        panelTween = PlayManager.Instance.towerInfoController.GetComponent <TweenPosition>();

        foreach (Transform child in PlayManager.Instance.footerBar.transform)
        {
            if (child.name == PlayNameHashIDs.PanelTowerBuild)
            {
                GetComponent <UIPlayTween>().tweenTarget = child.gameObject;
                break;
            }
        }

        houseController = transform.parent.GetComponent <HouseController>();
        houseAction     = transform.parent.GetComponent <HouseAction>();
    }