public void SetUpSingleSub(Subtitles sub) { ResetSubs(); FadeIn(); StartCoroutine(ShowSubs(sub.text, 0)); StartCoroutine(MyCoroutines.StartTimer(sub.duration, FadeOut)); }
public void SetUpSubs(Subtitles[] subs) { FadeIn(); float previousTime = 0; for (int i = 0; i < subs.Length; i++) { subs[i].text = subs[i].text.Replace("[Name]", "Henk"); subs[i].text = subs[i].text.Replace("Dolores", "ICARUS"); if (i != 0) { previousTime += subs[i - 1].duration; } StartCoroutine(ShowSubs(subs[i].text, previousTime)); if (subs[i].playSoundAction != null) { //if (subs[i].playSoundAction.audioSourceToUse == null) subs[i].playSoundAction.audioSourceToUse = // GlobalObjectManager.Instance.player.GetComponent<AudioSource>(); if (subs[i].playSoundAction.audioSourceToUse != null && subs[i].playSoundAction.audioClipToUse != null) { StartCoroutine(PlaySubs(subs[i].playSoundAction, previousTime)); } } } StartCoroutine(MyCoroutines.StartTimer(previousTime + subs[subs.Length - 1].duration, FadeOut)); }
public void PopUp(bool fadeout = true) { StopAllCoroutines(); if (objectiveObject != null) { FadeIn(); if (fadeout) { StartCoroutine(MyCoroutines.StartTimer(_fadeOutAfter, FadeOut)); } } }
private void OnTriggerEnter(Collider other) { if (other.gameObject == _playerRef) { ActivateAction(); //enabled = false; //if (_destroyGameObjectAfterTouch) Destroy(gameObject); switch (_triggerAftermath) { case TriggerAftermath.DestroyThisComponent: Destroy(this); break; case TriggerAftermath.DisableThisComponent: enabled = false; break; case TriggerAftermath.DestroyThisGameObject: Destroy(gameObject); break; case TriggerAftermath.DisableThisGameObject: gameObject.SetActive(false); break; case TriggerAftermath.RemoveActionsFromList: actions.Clear(); break; case TriggerAftermath.DisableThisComponentAndRemoveAllActions: { actions.Clear(); enabled = false; break; } case TriggerAftermath.DisableThisComponentAndAllActions: { foreach (BaseAction action in actions) { if (action.isActiveAndEnabled) { action.enabled = false; } } enabled = false; StartCoroutine(MyCoroutines.StartTimer(0.1f, Disable)); //ensure it's disabled break; } case TriggerAftermath.DestroyThisComponentAndAllActions: { foreach (BaseAction action in actions) { Destroy(action); } Destroy(this); break; } } } }
IEnumerator FadeInOut(string nameScene) { m_FadePanel.SetActive(true); m_FadeAnimator.Play("FadeIn"); yield return(StartCoroutine(MyCoroutines.WaitForRealSeconds(1f))); SceneManager.LoadScene(nameScene); m_FadeAnimator.Play("FadeOut"); yield return(StartCoroutine(MyCoroutines.WaitForRealSeconds(1f))); m_FadePanel.SetActive(false); }
public void PopUp() { StopAllCoroutines(); FadeIn(); StartCoroutine(MyCoroutines.StartTimer(_fadeOutAfter, FadeOut)); }
public override void Action() { //StopAllCoroutines(); StartCoroutine(MyCoroutines.StartTimer(afterHowManySeconds, ActivateAction)); }
private void OnEnable() { StartCoroutine(MyCoroutines.StartTimer(afterHowManySeconds, OnTime)); }