Esempio n. 1
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    //method that moves a single gridtoken around the scene
    //moves characters one tile at a time, going through a list of positions
    public void MoveGridToken()
    {
        _currTime = (Time.time - _startTime) / _moveSpeed;

        if (_currTime > 1)
        {
            _currTime = 1;

            //Debug.Log("current move, " + _currTileMoves.Count);
            _currMoveToken.transform.position = _currTileMoves[1].transform.position;

            _currTileMoves.RemoveAt(0);
            _startTime = Time.time;

            //Debug.Log("after move, " + _currTileMoves.Count);
            if (_currTileMoves.Count <= 1)
            {
                GameUpdate.ObjectSubscribe -= MoveGridToken;
                Debug.Log("ending movement");
                _batRef.CharacterDoneMoving(_currTileMoves[0].PersonOnMe);
                return;
            }

            _currTime = 0;
        }

        //Debug.Log(_currTileMoves[0].PersonOnMe);
        // Debug.Log(_currTileMoves[1].PersonOnMe);

        if (_currTileMoves.Count > 1)
        {
            _currMoveToken.transform.position = RandomThings.Interpolate(_currTime, _currTileMoves[0].transform.position, _currTileMoves[1].transform.position);
        }
    }
Esempio n. 2
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 public void FadeOutUI()
 {
     _fadeCurrTime = (Time.time - _startTime) / (_moveFadeSpeed * 2);
     if (_fadeCurrTime >= 1)
     {
         GameUpdate.UISubscribe -= FadeOutUI;
         Debug.Log("ending done");
         UIHolder.UIInstance.ResetToTeamSelect();
     }
     _endImage.alpha = RandomThings.Interpolate(_fadeCurrTime, 1, 0);
 }
Esempio n. 3
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    public void MoveUI()
    {
        _moveCurrTime = (Time.time - _startTime) / _moveFadeSpeed;
        if (_moveCurrTime > 1)
        {
            _myRect.localPosition = _movePos;
            _currPos = _myRect.localPosition;
            _moving  = false;
            GameUpdate.UISubscribe -= MoveUI;
        }

        _myRect.localPosition = RandomThings.Interpolate(_moveCurrTime, _currPos, _movePos);
    }
Esempio n. 4
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    public void FadeOutUI()
    {
        _fadeCurrTime = (Time.time - _startTime) / _moveFadeSpeed;
        if (_fadeCurrTime > 1)
        {
            _mainPanel.alpha          = 0;
            _mainPanel.blocksRaycasts = false;
            _hidden = true;
            GameUpdate.UISubscribe -= FadeOutUI;
        }

        _mainPanel.alpha = RandomThings.Interpolate(_fadeCurrTime, _mainPanel.alpha, 0);
    }
Esempio n. 5
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    //IFadeable Interface
    //Fades in UI to full alpha
    public void FadeInUI()
    {
        _fadeCurrTime = (Time.time - _startTime) / _moveFadeSpeed;
        if (_fadeCurrTime >= 1)
        {
            _abilityMenu.alpha          = 1;
            _abilityMenu.blocksRaycasts = true;
            _hidden = false;
            _moving = false;
            GameUpdate.UISubscribe -= FadeInUI;
        }

        _abilityMenu.alpha = RandomThings.Interpolate(_fadeCurrTime, _abilityMenu.alpha, 1);
    }
Esempio n. 6
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    public void FadeOutUI()
    {
        _fadeCurrTime = (Time.time - _startTime) / _speedDelta;
        if (_fadeCurrTime > 1)
        {
            _mainPanel.alpha          = 0;
            _mainPanel.blocksRaycasts = false;
            _hidden = true;
            _uiRef.GetInteractionState = UIInteractions.FREE;
            GameUpdate.UISubscribe    -= FadeOutUI;
        }

        _mainPanel.alpha = RandomThings.Interpolate(_fadeCurrTime, _mainPanel.alpha, 0);
    }
Esempio n. 7
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    //called when the camers needs to focus on a certain character
    void MoveToPosition()
    {
        _currTime = (Time.time - _startTime) / _moveSpeed;

        if (_currTime > 1)
        {
            _currTime                   = 1;
            _myCurrMode                 = CameraModes.FREE;
            GameUpdate.UISubscribe     -= MoveToPosition;
            GameUpdate.PlayerSubscribe += PlayerControl;
            _moving = false;
            //Debug.Log("Done Moving");
        }
        //Debug.Log("moving");
        transform.position = RandomThings.Interpolate(_currTime, _startPos, _targetPos);
    }
Esempio n. 8
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    //called when the cmaera needs to zoom in to show detail on a character
    void ZoomOn()
    {
        _currTime = (Time.time - _startTime) / _zoomSpeed;


        //Debug.Log("zooming");

        transform.position = RandomThings.Interpolate(_currTime, _startPos, _targetPos);

        if (_currTime > 1)
        {
            transform.position      = _targetPos;
            _currTime               = 1;
            _myCurrMode             = CameraModes.NONE;
            GameUpdate.UISubscribe -= ZoomOn;
            _moving = false;
        }
    }
Esempio n. 9
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    public void MoveUI()
    {
        _currTime = (Time.time - _startTime) / _speedDelta;
        //Debug.Log("MovingUI on");
        if (_currTime > 1)
        {
            _currTime = 1;
            //Debug.Log("details on");
            GameUpdate.UISubscribe -= MoveUI;
        }


        //move UI on screen
        Vector3 newPos = _myRect.anchoredPosition;

        newPos.x = RandomThings.Interpolate(_currTime, _myRect.anchoredPosition.x, _movePos.x);
        _myRect.anchoredPosition = newPos;
    }
Esempio n. 10
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    void MoveUp()
    {
        _currTime = (Time.time - _startTime) / _fadespeed;

        _group.alpha = RandomThings.Interpolate(_currTime, 1, 0);

        Vector3 movepos = UIHolder.UIInstance.GetBattleUI.BattleCamera.WorldToScreenPoint(_objectWorldPos);


        movepos += (Vector3.up * _movespeed) * _currTime;

        _myRect.position = movepos;

        if (_currTime >= 1)
        {
            GameUpdate.UISubscribe -= MoveUp;
            Destroy(this.gameObject);
            Debug.Log("text destroyed");
        }
    }