Esempio n. 1
0
    /// <summary>
    /// Moves the cam to/from game. Initially above, will slide down to the center point and properly frame the polygons.
    /// </summary>
    /// <returns>
    /// The coroutine stuff
    /// </returns>
    /// <param name='to'>
    /// True for going to the game, false for away.
    /// </param>
    private IEnumerator moveCamToGame(bool to)
    {
        if (to == true)
        {
            yield return(new WaitForSeconds(1f));

            loadingPanel.SendMessage("fadeOutPanel");
        }

        //disablePolygons();
        //Debug.Log ("Moving cam called: " + to.ToString());

        Bounds  b           = getBounds(getMiddlePoint());
        Vector3 camStartPos = b.center + new Vector3(0, b.size.y * 3, 100);
        Vector3 camEndPos   = b.center + new Vector3(0, 0, 100);

        if (to == false)           //if false, increment end point

        {
            Vector3 temp = camStartPos;
            camStartPos  = camEndPos;
            camEndPos    = temp;
            camEndPos.y *= -1;
            //yield return new WaitForSeconds(getScreenSlideLength());
        }

        orthoCamMax = 1.15f * Mathf.Max(b.extents.x / gameCam.aspect, b.extents.y);
        //if (b.extents.y > b.extents.x) orthoCamMax = 1.15f * b.extents.y;	//fix for the triangle easy
        //Debug.Log ("size: " + gameCam.orthographicSize + " to " + orthoCamMax);
        gameCam.orthographicSize = orthoCamMax != 0 ? orthoCamMax : 1;

        for (float t = 0.0f; t < 1.0f; t += Time.deltaTime / 0.5f)
        {
            gameCam.transform.position = MathS.ULerp(camStartPos, camEndPos, MathS.bounceInOutLogic(t));
            //gameCam.transform.position = Vector3.Lerp(camStartPos, camEndPos, t);

            yield return(null);
        }

        gameCam.transform.position = camEndPos;


        if (to == true)
        {
            Debug.Log("Going to game");
            //startGame(this);
            playScreenMenu.SetActive(true);
            gameOptions.SendMessage("Off");
            //playScreenMenu.SendMessage("fadeInPanel");
        }

        if (to == false)
        {
            Debug.Log("Going to menu");
            gameCam.transform.position = new Vector3(-100, 250, -100);
            foreach (TessellationPolygon p in polygons)
            {
                Destroy(p.gameObject.transform.parent.gameObject);
            }
            polygons.Clear();
        }
    }