Esempio n. 1
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        public void Hide()
        {
            base.gameObject.SetActive(value: false);
            Vector2 vector = base.transform.position;

            vector.x = MinigameSpriteHelper.GetScreenEdge(EScreenEdge.RIGHT, MinigameManager.GetActive().MainCamera).x;
            base.transform.position = vector;
        }
Esempio n. 2
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        private void OnRoundTransitionEnded()
        {
            m_onRoundTransitionEnded();
            Vector2 screenEdge = MinigameSpriteHelper.GetScreenEdge(EScreenEdge.RIGHT, MinigameManager.GetActive <mg_BeanCounter>().MainCamera);

            m_exitLocation = new Vector3(screenEdge.x, screenEdge.y);
            m_isExiting    = false;
        }
Esempio n. 3
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        internal void StartRoundTransition(Action _halfCallback, Action _completeCallback)
        {
            m_onRoundTransitionHalf  = _halfCallback;
            m_onRoundTransitionEnded = _completeCallback;
            Vector2 screenEdge = MinigameSpriteHelper.GetScreenEdge(EScreenEdge.RIGHT, MinigameManager.GetActive <mg_BeanCounter>().MainCamera);

            m_exitLocation = new Vector3(screenEdge.x, screenEdge.y);
            float num = m_exitLocation.x - base.transform.localPosition.x;

            m_exitSpeed   = num / 1.5f;
            m_exitElapsed = 0f;
            m_isExiting   = true;
            MinigameManager.GetActive().PlaySFX("mg_bc_sfx_UITruckUnloaded");
        }
Esempio n. 4
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 protected virtual void Awake()
 {
     m_screenBottom = MinigameSpriteHelper.GetScreenEdge(EScreenEdge.BOTTOM, MinigameManager.GetActive().MainCamera);
 }