public void BeginFadein(SubSceneManager previousScene, ObjectTransitionAnimation previousNote)
    {
        m_rPreviousScene    = previousScene;
        m_rPreviousNotePage = previousNote;
        if (!SupressPlugWindow)
        {
            // Show Vignette
            VignetteManager.TransitionVignette(m_oVignetteInfo);

            if (SettingsMenuManager.Opened)
            {
                SettingsMenuManager.Close();
            }

            // Toggle animation and disable user input for now
            ShowFirstAnimationFrames();
            m_eTransitionPhase = TransitionPhase.SETTINGS_MENU;
            m_bFadeinResults   = true;
            ButtonManager.ToggleAllButtons(false);
        }
        else
        {
            if (previousNote != null)
            {
                previousNote.Reveal(false);
            }
        }
    }
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: Update Settings Menu Transition
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private void UpdateSettingsMenuTransition()
    {
        // Wait For Settings Menu to close before making it disappear.
        if (!SettingsMenuManager.Opened)
        {
            if (m_bFadeinResults)
            {
                if (m_rSettingsMenuAE.UpdateAnimation(m_fRevealAnimationSpeed))
                {
                    m_rSettingsMenuAE.Reset();
                    m_eTransitionPhase = TransitionPhase.BACKGROUND_PAGE;
                    m_sprPageBackground.gameObject.SetActive(true);

                    m_goSettingsMenu.GetComponent <Button_ForceSceneObjectDisappear>().enabled = false;                    // There's nothing to disable/disappear, Buddy!
                    m_goSettingsMenu.SetActive(false);
                }
            }
            else
            {
                if (m_rSettingsMenuAE.ReverseUpdate(m_fDisappearAnimationSpeed))
                {
                    m_rSettingsMenuAE.Reset();
                    OnFadeout();
                }
            }
        }
    }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Scene Fade In
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateFadein()
 {
     if (CurrentSceneFadeEffect.IsCompleted)
     {
         m_eTransitionPhase = TransitionPhase.IDLE;
     }
 }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Begin Fadeout
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 public void BeginFadeout(ExitSelection eSelection)
 {
     m_bFadeinResults   = false;       // Fadeout
     m_eTransitionPhase = TransitionPhase.SELECTABLE_BUTTONS;
     m_eExitSelection   = eSelection;
     ButtonManager.ToggleAllButtons(false);
 }
Esempio n. 5
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        public IEnumerator StartTransition(Transition transition, TransitionPhase phase)
        {
            EndTransition();

            if (transition)
            {
                if (_target.width != Screen.width || _target.height != Screen.height)
                {
                    DestroyTarget();
                    CreateTarget();
                }

                foreach (var renderer in _renderers)
                {
                    renderer.SetTarget(_target);
                }

                CurrentTransition = transition;
                CurrentTransition.Begin(phase);

                for (var elapsed = 0.0f; elapsed < CurrentTransition.Duration; elapsed += Time.unscaledDeltaTime)
                {
                    CurrentTransition.Process(elapsed, phase);
                    yield return(null);
                }
            }
        }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Selectable Buttons Transition
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateResultsButtonsTransition()
 {
     if (m_bFadeinResults)
     {
         m_rButtonSpritesAE[1].UpdateAnimation(m_fRevealAnimationSpeed);
         if (m_rButtonSpritesAE[0].UpdateAnimation(m_fRevealAnimationSpeed))
         {
             m_rButtonSpritesAE[1].Reset();
             m_rButtonSpritesAE[0].Reset();
             OnFadein();
         }
     }
     else
     {
         m_rButtonSpritesAE[1].ReverseUpdate(m_fDisappearAnimationSpeed);
         if (m_rButtonSpritesAE[0].ReverseUpdate(m_fDisappearAnimationSpeed))
         {
             m_rButtonSpritesAE[1].Reset();
             m_rButtonSpritesAE[0].Reset();
             m_eTransitionPhase = TransitionPhase.DESCRIPTION_TEXT;
             m_aSelectableButtons[0].gameObject.SetActive(false);
             m_aSelectableButtons[1].gameObject.SetActive(false);
         }
     }
 }
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: On Fadeout
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private void OnFadeout()
    {
        m_eTransitionPhase = TransitionPhase.IDLE;
        ButtonManager.ToggleAllButtons(true);

        if (m_eExitSelection == ExitSelection.EXIT)
        {
            // Do Something when "Maybe Later" (Do not purchase full game) is clicked?
            if (m_rPreviousScene != null)
            {
                if (m_rPreviousScene.IsSceneActive)
                {
                    m_rPreviousScene.ShowSceneVignette();
                }
                else
                {
                    m_rPreviousScene.ShowSubscene();
                }
            }
            else
            {
                VignetteManager.TransitionVignette(0.0f, 0.25f);
            }

            if (m_rPreviousNotePage != null)
            {
                m_rPreviousNotePage.Reveal();
            }
        }
        else
        {
            // Open URL Confirmation Window (Purchase Full Game)
            m_rOpenURLConfirmationWindow.OpenConfirmationWindow(Button_OpenURL.URLType.APPLE_OR_ANDROID, m_asFullGameAndroidURL[(int)GameManager.DisplayableLanguages], m_asFullGameAppleURL[(int)GameManager.DisplayableLanguages], m_oURLConfirmationDescription, m_rPreviousScene, m_rPreviousNotePage);
        }
    }
Esempio n. 8
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 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Results Buttons Transition
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateResultsButtonsTransition()
 {
     if (m_bFadeinResults)
     {
         m_rButtonSpritesAE[2].UpdateAnimation(m_fRevealAnimationSpeed);
         m_rButtonSpritesAE[1].UpdateAnimation(m_fRevealAnimationSpeed);
         if (m_rButtonSpritesAE[0].UpdateAnimation(m_fRevealAnimationSpeed))
         {
             m_rButtonSpritesAE[2].Reset();
             m_rButtonSpritesAE[1].Reset();
             m_rButtonSpritesAE[0].Reset();
             OnFadein();
         }
     }
     else
     {
         m_rButtonSpritesAE[2].ReverseUpdate(m_fDisappearAnimationSpeed);
         m_rButtonSpritesAE[1].ReverseUpdate(m_fDisappearAnimationSpeed);
         if (m_rButtonSpritesAE[0].ReverseUpdate(m_fDisappearAnimationSpeed))
         {
             m_rButtonSpritesAE[2].Reset();
             m_rButtonSpritesAE[1].Reset();
             m_rButtonSpritesAE[0].Reset();
             m_eTransitionPhase = (m_eUnlockedItem == UnlockedItems.NO_UNLOCKS ? TransitionPhase.EXP_BAR : TransitionPhase.UNLOCK_NOTIFICATION);
             m_aResultsButtons[0].gameObject.SetActive(false);
             m_aResultsButtons[1].gameObject.SetActive(false);
             m_aResultsButtons[2].gameObject.SetActive(false);
         }
     }
 }
        public Error TryStartGame()
        {
            var setup = _phase.Setup;

            if (setup == null)
            {
                return(Error.Codes.E03NotInSetupPhase);
            }
            var err = setup.TryFinalLock();

            if (err)
            {
                return(err);
            }
            var trans = new TransitionPhase(GamePhase.starting, setup);

            //since only once thread can successfully call TryFinalLock, we don't need a CompareExchange here:
            Volatile.Write(ref _phase, trans); // (likely overkill, but it occurs seldom so just in case...)

            // ------------ TODO: do we want a countdown before the game starts?
            // currently we just start "instantly"...

            // ------ Setup game, bots, and listeners, then call Start! ------
            var ingame = new IngamePhase(trans.Slots);

            ingame.WinnerDeclared += Ingame_WinnerDeclared;
            // TODO: bots

            Volatile.Write(ref _phase, trans); // (likely overkill, but it occurs seldom so just in case...)
            ingame.Start();

            return(Error.Codes.E00NoError);
        }
Esempio n. 10
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    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: Update Reaction Text Transition
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private void UpdateReactionTextTransition()
    {
        if (m_bFadeinResults)
        {
            m_rEncouragementTextRenderer.gameObject.SetActive(true);
            m_arReactions[(int)m_eReactionMode].encouragementText.ApplyEffects(m_rEncouragementTextRenderer);
            m_rEncouragementTextAnimation.SetText(m_rEncouragementTextRenderer.text);

            if (ChallengeFeathersInfo.NewlyObtainedFeathers > 0)
            {
                m_ShowAwardedFeathersCoroutine = StartCoroutine(ShowRewardedFeathersPopup(ChallengeFeathersInfo.NewlyObtainedFeathers));
                m_eTransitionPhase             = TransitionPhase.RECEIVED_FEATHERS_POPUP;
            }
            else
            {
                m_eTransitionPhase = TransitionPhase.EXP_BAR;
                m_imgExperienceBarBackground.gameObject.SetActive(true);
                m_imgExperienceBar.gameObject.SetActive(true);
            }

            m_aResultsButtons[0].gameObject.SetActive(true);
            m_aResultsButtons[1].gameObject.SetActive(true);
            m_aResultsButtons[2].gameObject.SetActive(true);
        }
        else
        {
            m_rEncouragementTextRenderer.gameObject.SetActive(false);
            m_rEncouragementTextRenderer.text = "";
            m_eTransitionPhase = TransitionPhase.CHALLENGE_FEATHERS;
        }
    }
Esempio n. 11
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 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Challenge Feathers Notification
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateChallengeFeathersNotification()
 {
     if (m_bFadeinResults)
     {
         m_rChallengeFeatherNotifierAE[1].UpdateAnimation(m_fRevealAnimationSpeed);
         if (m_rChallengeFeatherNotifierAE[0].UpdateAnimation(m_fRevealAnimationSpeed))
         {
             m_rChallengeFeatherNotifierAE[1].Reset();
             m_rChallengeFeatherNotifierAE[0].Reset();
             m_eTransitionPhase = TransitionPhase.REACTION_TEXT;
         }
     }
     else
     {
         m_rChallengeFeatherNotifierAE[1].ReverseUpdate(m_fDisappearAnimationSpeed);
         if (m_rChallengeFeatherNotifierAE[0].ReverseUpdate(m_fDisappearAnimationSpeed))
         {
             m_rChallengeFeatherNotifierAE[1].Reset();
             m_rChallengeFeatherNotifierAE[0].Reset();
             m_eTransitionPhase = TransitionPhase.RESULTS_FEATHERS;
             m_sprChallengeFeatherNotifier.gameObject.SetActive(false);
             m_rChallengeFeatherNotificationText.gameObject.SetActive(false);
         }
     }
 }
Esempio n. 12
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    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: Update Joko's Feathers Transition
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private void UpdateJokosFeathersTransition()
    {
        if (m_bFadeinResults)
        {
            m_rFeatherSpritesAE[2].UpdateAnimation(m_fRevealAnimationSpeed);
            m_rFeatherSpritesAE[1].UpdateAnimation(m_fRevealAnimationSpeed);
            if (m_rFeatherSpritesAE[0].UpdateAnimation(m_fRevealAnimationSpeed))
            {
                m_rFeatherSpritesAE[2].Reset();
                m_rFeatherSpritesAE[1].Reset();
                m_rFeatherSpritesAE[0].Reset();

                m_sprChallengeFeatherNotifier.gameObject.SetActive(true);
                m_rChallengeFeatherNotificationText.gameObject.SetActive(true);
                m_eTransitionPhase = TransitionPhase.CHALLENGE_FEATHERS;
            }
        }
        else
        {
            m_rFeatherSpritesAE[2].ReverseUpdate(m_fDisappearAnimationSpeed);
            m_rFeatherSpritesAE[1].ReverseUpdate(m_fDisappearAnimationSpeed);
            if (m_rFeatherSpritesAE[0].ReverseUpdate(m_fDisappearAnimationSpeed))
            {
                m_rFeatherSpritesAE[2].Reset();
                m_rFeatherSpritesAE[1].Reset();
                m_rFeatherSpritesAE[0].Reset();
                m_eTransitionPhase = TransitionPhase.JOKOS_REACTION;
                m_aSprFeathers[0].gameObject.SetActive(false);
                m_aSprFeathers[1].gameObject.SetActive(false);
                m_aSprFeathers[2].gameObject.SetActive(false);
            }
        }
    }
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: On Open
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private void OnOpen()
    {
        m_bIsOpen          = true;
        m_eTransitionPhase = TransitionPhase.IDLE;

        m_tOutOfBoundsGameObject.gameObject.SetActive(true);
        ButtonManager.ToggleAllButtonsExcept(ButtonManager.ButtonType.SETTINGS, false);
    }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Begin Scene Transition
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 public void TransitionGame(TransitionPhase eTransition)
 {
     m_ePreviousScene = m_eCurrentScene;
     m_eCurrentScene  = eTransition;
     // Due to the way this script has been made, we actually start with the opposite of what we intended. We fade out that scene THEN Show (Fadein) the scene we actually intended
     m_eTransitionPhase = m_ePreviousScene;
     m_eTransitionPoint = TransitionPoint.FADEOUT_START;
 }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Background Landscape Transition
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateBackgroundTransition()
 {
     // If the background transition has been completed, reverse the transition phase to be the opposite. This other scene will now be fading in
     if (m_rBackgroundLandscapeTransitionEffect.IsCompleted)
     {
         m_eTransitionPoint = TransitionPoint.FADEIN_START;
         m_eTransitionPhase = m_eCurrentScene;            // (m_eTransitionPhase == TransitionPhase.SHOWSTART ? TransitionPhase.SHOWGAME : TransitionPhase.SHOWSTART);
     }
 }
Esempio n. 16
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 public override void Begin(TransitionPhase phase)
 {
     if (phase == TransitionPhase.Out)
     {
         _amount = 1;
     }
     else if (phase == TransitionPhase.In)
     {
         _amount = MaxAmount;
     }
 }
Esempio n. 17
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 public override void Begin(TransitionPhase phase)
 {
     if (UseRandom)
     {
         UpdateTexture();
         SetTexture(_randomTexture);
     }
     else
     {
         SetTexture(Texture);
     }
 }
Esempio n. 18
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 /// <summary>
 /// Fades the black screen back in
 /// </summary>
 protected void FadeIn()
 {
     if (screenFade.color.a > 0)
     {
         Color fadeColor = screenFade.color;
         fadeColor.a     -= Time.deltaTime;
         screenFade.color = fadeColor;
     }
     else
     {
         phase = TransitionPhase.NONE;
     }
 }
Esempio n. 19
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        public override void Process(float time, TransitionPhase phase)
        {
            if (phase == TransitionPhase.Out)
            {
                _amount++;
            }
            else if (phase == TransitionPhase.In)
            {
                _amount--;
            }

            _amount = Mathf.Clamp(_amount, 1, MaxAmount);
        }
        private void Finish(IngamePhase ingame)
        {
            // (kind of redundant but, whatever... keeps things consistent)
            var trans = new TransitionPhase(GamePhase.ending, ingame);

            Volatile.Write(ref _phase, trans);

            // -- announce that the game is / has ended (in a separate thread?)

            var finished = new FinishedPhase(ingame.Winner, ingame.Slots);

            Volatile.Write(ref _phase, finished);
        }
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: On Close
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private void OnClose()
    {
        m_bIsOpen = false;
        ButtonManager.ToggleAllButtons(true);

        m_tAnimationTarget.gameObject.SetActive(false);
        m_eTransitionPhase = TransitionPhase.IDLE;


        if (m_rgoJokosBagGlowEffect != null)
        {
            m_rgoJokosBagGlowEffect.SetActive(true);
        }
    }
Esempio n. 22
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        public override void Process(float time, TransitionPhase phase)
        {
            var cutoff = 1.0f;

            if (phase == TransitionPhase.Out)
            {
                cutoff = Mathf.Lerp(0.0f, 1.0f, time / Duration);
            }
            else if (phase == TransitionPhase.In)
            {
                cutoff = Mathf.Lerp(1.0f, 0.0f, time / Duration);
            }

            SetCutoff(cutoff);
        }
Esempio n. 23
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        public override void Process(float time, TransitionPhase phase)
        {
            var progress = 1.0f;

            if (phase == TransitionPhase.Out)
            {
                progress = Mathf.Lerp(0.0f, 1.0f, time / Duration);
            }
            else if (phase == TransitionPhase.In)
            {
                progress = Mathf.Lerp(1.0f, 0.0f, time / Duration);
            }

            SetCutoff(progress);
            SetFade(progress);
        }
Esempio n. 24
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    /// <summary>
    /// Fades out into a black screen and then transitions to a new level
    /// </summary>
    protected void FadeOut()
    {
        if (screenFade.color.a < 1)
        {
            Color fadeColor = screenFade.color;
            fadeColor.a     += Time.deltaTime;
            screenFade.color = fadeColor;
        }
        else
        {
            //If we get here, the screen is completely black, so...

            // if there is a brazier active in the world/level
            if (GameObject.FindGameObjectWithTag("Brazier") != null)
            {
                //Set darkness to opposite of brazier lit status
                profileChanger.darkness = !GameObject.FindGameObjectWithTag("Brazier").GetComponent <Brazier>().lit;
            }
            else
            {
                profileChanger.darkness = false;  // if no brazier, next level will be lit
            }
            // special cases
            switch (nextZone.zone)
            {
            case ZoneManager.ZoneNames.FortressKeep:
                profileChanger.darkness = true;
                break;
            }

            //Deactivate this zone
            SetZoneActive(currentZone, false);
            //Activate the next one
            SetZoneActive(nextZone, true);
            //Update current zone
            currentZone = nextZone;
            //Update the camera min/max
            UpdateCameraClamp();
            //Update player's position
            player.transform.position = new Vector3(0f, player.transform.position.y, player.transform.position.z);
            //Move to fade in phase
            phase = TransitionPhase.FadingIn;

            //Update zone enemies
            enemyMan.GetEnemiesInCurrentZone(currentZone.zone);
        }
    }
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: Update Description Text Transition
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private void UpdateDescriptionTextTransition()
    {
        if (m_bFadeinResults)
        {
            m_rFullGamePlugTextRenderer.gameObject.SetActive(true);
            m_oFullGamePlugTextDescription.ApplyEffects(m_rFullGamePlugTextRenderer);

            m_eTransitionPhase = TransitionPhase.SELECTABLE_BUTTONS;
            m_aSelectableButtons[0].gameObject.SetActive(true);
            m_aSelectableButtons[1].gameObject.SetActive(true);
        }
        else
        {
            m_rFullGamePlugTextRenderer.text = "";
            m_rFullGamePlugTextRenderer.gameObject.SetActive(false);
            m_eTransitionPhase = TransitionPhase.JOKOS_INSTRUMENTS_DISPLAY;
        }
    }
Esempio n. 26
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 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Results BG Transition
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateResultsBGTransition()
 {
     if (m_bFadeinResults)
     {
         if (!VignetteManager.IsTransitioning)
         {
             m_eTransitionPhase = TransitionPhase.RESULTS_PAGE;
             m_sprPageBackground.gameObject.SetActive(true);
         }
     }
     else
     {
         if (!VignetteManager.IsTransitioning)
         {
             m_eTransitionPhase = TransitionPhase.SETTINGS_MENU;
             m_rSettingsMenu.gameObject.SetActive(true);
         }
     }
 }
Esempio n. 27
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    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: On Fadeout
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private void OnFadeout()
    {
        m_eTransitionPhase = TransitionPhase.IDLE;

        switch (m_eExitSelection)
        {
        case ExitSelection.RETRY:
            OnRetrySelected();
            break;

        case ExitSelection.NEXT_CHALLENGE:
            OnNextChallengeSelected();
            break;

        default:                     /* ...EXIT */
            OnExitSelected();
            break;
        }
    }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Joko's Instruments Display Transition
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateJokosInstrumentsDisplayTransition()
 {
     if (m_bFadeinResults)
     {
         if (m_rJokosInstrumentDisplayAE.UpdateAnimation(m_fRevealAnimationSpeed))
         {
             m_rJokosInstrumentDisplayAE.Reset();
             m_eTransitionPhase = TransitionPhase.DESCRIPTION_TEXT;
         }
     }
     else
     {
         if (m_rJokosInstrumentDisplayAE.ReverseUpdate(m_fDisappearAnimationSpeed))
         {
             m_rJokosInstrumentDisplayAE.Reset();
             m_eTransitionPhase = TransitionPhase.BACKGROUND_PAGE;
             m_sprJokosInstrumentDisplay.gameObject.SetActive(false);
         }
     }
 }
Esempio n. 29
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 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Unlocked Items Notification
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateUnlockedItemsNotification()
 {
     if (m_bFadeinResults)
     {
         if (m_rUnlockedItemsNotifierAE.UpdateAnimation())
         {
             m_rUnlockedItemsNotifierAE.Reset();
             m_rUnlockedItemsNotifierBounceAE.enabled = true;
             m_eTransitionPhase = TransitionPhase.RESULTS_BUTTONS;
         }
     }
     else
     {
         if (m_rUnlockedItemsNotifierAE.ReverseUpdate())
         {
             m_rUnlockedItemsNotifierAE.Reset();
             m_rUnlockedItemsNotifierBounceAE.enabled = false;
             m_rUnlockedItemsNotifierBounceAE.gameObject.SetActive(false);
             m_eTransitionPhase = TransitionPhase.EXP_BAR;
         }
     }
 }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Background Page Transition
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateBackgroundPageTransition()
 {
     if (m_bFadeinResults)
     {
         if (m_rPageBackgroundAE.UpdateAnimation(m_fRevealAnimationSpeed))
         {
             m_rPageBackgroundAE.Reset();
             m_eTransitionPhase = TransitionPhase.JOKOS_INSTRUMENTS_DISPLAY;
             m_sprJokosInstrumentDisplay.gameObject.SetActive(true);
         }
     }
     else
     {
         if (m_rPageBackgroundAE.ReverseUpdate(m_fDisappearAnimationSpeed))
         {
             m_rPageBackgroundAE.Reset();
             m_eTransitionPhase = TransitionPhase.SETTINGS_MENU;
             m_goSettingsMenu.SetActive(true);
             m_sprPageBackground.gameObject.SetActive(false);
         }
     }
 }