Esempio n. 1
0
        private void Start()
        {
            if (_isBusy)
            {
                return;
            }

            _isBusy = true;
            InputTools.DisableAllInput();

            StartFadingCoroutines(FadingType.FadeIn);
            WaitForFadingCoroutinesFinish(AfterFinish);

            void AfterFinish()
            {
                InputTools.EnableAllInput();
                _isBusy = false;
                SceneOpened?.Invoke();
            }
        }
Esempio n. 2
0
        public void SwitchToScene(string sceneName, SceneMeta meta = null)
        {
            if (_isBusy)
            {
                return;
            }

            _isBusy = true;
            InputTools.DisableAllInput();

            StartFadingCoroutines(FadingType.FadeOut);
            WaitForFadingCoroutinesFinish(AfterFinish);

            void AfterFinish()
            {
                SceneMetaCourier.Instance.SceneMeta = meta;
                SceneManager.LoadScene(sceneName);
                _isBusy = false;
            }
        }
Esempio n. 3
0
        public void SolvePrecisely()
        {
            _audioSource.Play();

            _isWaitingForSolution = false;
            StartCoroutine(Routine(OnRoutineFinished));

            IEnumerator Routine(Action onFinish = null)
            {
                InputTools.DisableAllInput();

                if (_figureSet != null)
                {
                    _figureSet.ShowExactSolution();
                }

                foreach (var figure in _figures)
                {
                    figure.ShowExactSolution();
                }

                while (IsBusy)
                {
                    yield return(null);
                }

                InputTools.EnableAllInput();
                onFinish?.Invoke();
            }

            void OnRoutineFinished()
            {
                if (ShouldIncrementProgress)
                {
                    PlayerProgress.Instance.IncrementLevel();
                    PlayerProgress.Instance.SetNewLevelAsCurrent();
                }

                LevelSolved?.Invoke();
            }
        }