public override void OnShow() { base.OnShow(); this.HighlightOption(this.FindFirstSelectable()); if (this.music != null) { UFE.DelayLocalAction(delegate(){ UFE.PlayMusic(this.music); }, this.delayBeforePlayingMusic); } if (this.stopPreviousSoundEffectsOnLoad) { UFE.StopSounds(); } if (this.onLoadSound != null) { UFE.DelayLocalAction(delegate(){ UFE.PlaySound(this.onLoadSound); }, this.delayBeforePlayingMusic); } if (buttonNetwork != null) { buttonNetwork.interactable = UFE.isNetworkAddonInstalled; } if (buttonBluetooth != null) { buttonBluetooth.interactable = UFE.isNetworkAddonInstalled && Application.isMobilePlatform; } }
protected override void OnGamePaused(bool isPaused) { base.OnGamePaused(isPaused); if (this.pauseScreen != null) { if (isPaused) { this.pause = (UFEScreen)GameObject.Instantiate(this.pauseScreen); this.pause.transform.SetParent(UFE.canvas != null ? UFE.canvas.transform : null, false); this.pause.OnShow(); } else if (this.pause != null) { if (!this.hiding) { AudioClip clip = this.GetStageMusic(UFE.config.selectedStage); if (clip != null) { UFE.PlayMusic(clip); } } this.pause.OnHide(); GameObject.Destroy(this.pause.gameObject); } } }
protected virtual void OnGameBegin(CharacterInfo player1, CharacterInfo player2, StageOptions stage) { this.player1.character = player1; UFE.updatedLifePoints = UFE.config.player1Character.currentLifePoints; // // if (UFE.lifepointsCheck == true) { // this.player1.targetLife = UFE.updatedLifePoints; // this.player1.totalLife = 500.0f; // } else { this.player1.targetLife = PlayerPrefs.GetFloat("HEALTH"); this.player1.totalLife = 500.0f; // } this.player1.wonRounds = 0; this.player2.character = player2; this.player2.targetLife = player2.lifePoints; this.player2.totalLife = player2.lifePoints; this.player2.wonRounds = 0; UFE.PlayMusic(stage.music); this.isRunning = true; // making application pause to show popups for buying weapons if (IntroScreen.characterValue == 2 || IntroScreen.characterValue == 3 || IntroScreen.characterValue == 4 || IntroScreen.characterValue == 5 || IntroScreen.characterValue <= 13 || IntroScreen.characterValue == 18 || IntroScreen.characterValue == 19 || IntroScreen.characterValue == 20 || IntroScreen.characterValue == 21) { Invoke("pauseFn", 5f); } else { } }
public override void OnShow() { base.OnShow(); this.HighlightOption(this.FindFirstSelectable()); if (this.music != null) { UFE.DelayLocalAction(delegate(){ UFE.PlayMusic(this.music); }, this.delayBeforePlayingMusic); } if (this.onLoadSound != null) { UFE.DelayLocalAction(delegate(){ UFE.PlaySound(this.onLoadSound); }, this.delayBeforePlayingMusic); } }
protected virtual void OnGameBegin(UFE3D.CharacterInfo player1, UFE3D.CharacterInfo player2, StageOptions stage) { this.player1.character = player1; this.player1.targetLife = player1.lifePoints; this.player1.totalLife = player1.lifePoints; this.player1.wonRounds = 0; this.player2.character = player2; this.player2.targetLife = player2.lifePoints; this.player2.totalLife = player2.lifePoints; this.player2.wonRounds = 0; UFE.PlayMusic(stage.music); this.isRunning = true; }
public override void OnShow() { base.OnShow(); if (this.music != null) { UFE.DelayLocalAction(delegate(){ UFE.PlayMusic(this.music); }, this.delayBeforePlayingMusic); } if (this.sound != null) { UFE.DelayLocalAction(delegate(){ UFE.PlaySound(this.sound); }, this.delayBeforePlayingMusic); } UFE.DelaySynchronizedAction(this.GoToNextScreen, this.delayBeforeLoadingNextScreen); }
public override void OnShow() { base.OnShow(); if (this.music != null) { UFE.DelayLocalAction(delegate(){ UFE.PlayMusic(this.music); }, this.delayBeforePlayingMusic); } if (this.stopPreviousSoundEffectsOnLoad) { UFE.StopSounds(); } if (this.onLoadSound != null) { UFE.DelayLocalAction(delegate(){ UFE.PlaySound(this.onLoadSound); }, this.delayBeforePlayingMusic); } }
public override void OnShow() { base.OnShow(); this.HighlightOption(this.FindFirstSelectable()); if (this.music != null) { UFE.DelayLocalAction(delegate(){ UFE.PlayMusic(this.music); }, this.delayBeforePlayingMusic); } if (this.onLoadSound != null) { UFE.DelayLocalAction(delegate(){ UFE.PlaySound(this.onLoadSound); }, this.delayBeforePlayingMusic); } if (myInfoText != null) { myInfoText.text = "IP: " + GetIp() + "\nPort: " + UFE.config.networkOptions.port; } }
protected virtual void OnGameBegin(CharacterInfo player1, CharacterInfo player2, StageOptions stage) { this.player1.character = player1; this.player1.targetLife = player1.lifePoints; this.player1.totalLife = player1.lifePoints; this.player1.wonRounds = 0; this.player2.character = player2; this.player2.targetLife = player2.lifePoints; this.player2.totalLife = player2.lifePoints; this.player2.wonRounds = 0; AudioClip clip = this.GetStageMusic(stage); if (clip != null) { UFE.PlayMusic(clip); } this.isRunning = true; }
public override void OnShow() { base.OnShow(); this.visible = true; if (this.music != null) { UFE.DelayLocalAction(delegate(){ UFE.PlayMusic(this.music); }, this.delayBeforePlayingMusic); } if (this.stopPreviousSoundEffectsOnLoad) { UFE.StopSounds(); } if (this.onLoadSound != null) { UFE.DelayLocalAction(delegate(){ UFE.PlaySound(this.onLoadSound); }, this.delayBeforePlayingMusic); } if (this.musicToggle != null) { this.musicToggle.isOn = UFE.config.music; } if (this.musicSlider != null) { this.musicSlider.value = UFE.config.musicVolume; } if (this.soundToggle != null) { this.soundToggle.isOn = UFE.config.soundfx; } if (this.soundSlider != null) { this.soundSlider.value = UFE.config.soundfxVolume; } int difficultySettingsLength = UFE.config.aiOptions.difficultySettings.Length; AIDifficultySettings difficulty = UFE.GetAIDifficulty(); if (this.difficultySlider != null) { this.difficultySlider.minValue = 0; this.difficultySlider.maxValue = difficultySettingsLength - 1; this.difficultySlider.wholeNumbers = true; this.difficultySlider.value = this.GetDifficultyIndex(difficulty); } if (this.difficultyName != null) { this.difficultyName.text = difficulty.difficultyLevel.ToString(); } if (this.aiEngineName != null) { AIEngine aiEngine = UFE.GetAIEngine(); if (aiEngine == AIEngine.RandomAI) { this.aiEngineName.text = "Random"; } else { this.aiEngineName.text = "Fuzzy"; } } if (this.debugModeToggle != null) { this.debugModeToggle.isOn = UFE.config.debugOptions.debugMode; } if (this.diagnosticModeToggle != null) { GameObject nameObj = GameObject.Find("Name"); if (nameObj != null) { NameHolder name = nameObj.GetComponent <NameHolder>(); if (name != null) { this.diagnosticModeToggle.isOn = name.diagnosticMode; } else { Debug.Log("Could not find nameholder script"); } } else { Debug.Log("Could not find name object"); } } if (this.changeControlsButton != null) { this.changeControlsButton.gameObject.SetActive( UFE.isCInputInstalled && UFE.config.inputOptions.inputManagerType == InputManagerType.cInput ); } this.HighlightOption(this.FindFirstSelectable()); }
protected override void OnRoundEnd(UFE3D.CharacterInfo winner, UFE3D.CharacterInfo loser) { base.OnRoundEnd(winner, loser); // Find out who is the winner and who is the loser... int winnerPlayer = winner == this.player1.character ? 1 : 2; int loserPlayer = loser == this.player1.character ? 1 : 2; PlayerGUI winnerGUI = winnerPlayer == 1 ? this.player1GUI : this.player2GUI; PlayerGUI loserGUI = loserPlayer == 1 ? this.player1GUI : this.player2GUI; ControlsScript winnerControlsScript = UFE.GetControlsScript(winnerPlayer); // Then update the "Won Rounds" sprites... if (this.wonRounds.NotFinishedRounds == null) { Debug.LogError("\"Not Finished Rounds\" Sprite not found! Make sure you have set the sprite correctly in the Editor"); } else if (this.wonRounds.WonRounds == null) { Debug.LogError("\"Won Rounds\" Sprite not found! Make sure you have set the sprite correctly in the Editor"); } else if (this.wonRounds.LostRounds == null && this.wonRounds.VisibleImages == DefaultBattleGUI.VisibleImages.AllRounds) { Debug.LogError("\"Lost Rounds\" Sprite not found! If you want to display Lost Rounds, make sure you have set the sprite correctly in the Editor"); } else { // To calculate the target number of images, check if the "Lost Rounds" Sprite is defined or not int targetNumberOfImages = this.wonRounds.GetNumberOfRoundsImages(); if (this.wonRounds.VisibleImages == DefaultBattleGUI.VisibleImages.AllRounds) { // If the "Lost Rounds" sprite is defined, that means that we must display all won and lost rounds... if ( winnerGUI != null && winnerGUI.wonRoundsImages != null && winnerGUI.wonRoundsImages.Length >= targetNumberOfImages ) { winnerGUI.wonRoundsImages[UFE.config.currentRound - 1].sprite = this.wonRounds.WonRounds; } else { Debug.LogError( "Player " + winnerPlayer + ": not enough \"Won Rounds\" Images not found! " + "Expected:" + targetNumberOfImages + " / Found: " + winnerGUI.wonRoundsImages.Length + "\nMake sure you have set the images correctly in the Editor" ); } if ( loserGUI != null && loserGUI.wonRoundsImages != null && loserGUI.wonRoundsImages.Length >= targetNumberOfImages ) { loserGUI.wonRoundsImages[UFE.config.currentRound - 1].sprite = this.wonRounds.LostRounds; } else { Debug.LogError( "Player " + winnerPlayer + ": not enough \"Won Rounds\" Images not found! " + "Expected:" + targetNumberOfImages + " / Found: " + winnerGUI.wonRoundsImages.Length + "\nMake sure you have set the images correctly in the Editor" ); } } else { // If the "Lost Rounds" sprite is not defined, that means that we must only display won rounds... if ( winnerGUI != null && winnerGUI.wonRoundsImages != null && winnerGUI.wonRoundsImages.Length >= winnerControlsScript.roundsWon ) { winnerGUI.wonRoundsImages[winnerControlsScript.roundsWon - 1].sprite = this.wonRounds.WonRounds; } else if (UFE.gameMode != GameMode.ChallengeMode) { Debug.LogError( "Player " + winnerPlayer + ": not enough \"Won Rounds\" Images not found! " + "Expected:" + targetNumberOfImages + " / Found: " + winnerGUI.wonRoundsImages.Length + "\nMake sure you have set the images correctly in the Editor" ); } } } if (this.announcer != null && !this.muteAnnouncer) { // Check if it was the last round if (winnerControlsScript.roundsWon > Mathf.Ceil(UFE.config.roundOptions.totalRounds / 2)) { if (winnerPlayer == 1) { UFE.PlaySound(this.announcer.player1Wins); } else { UFE.PlaySound(this.announcer.player2Wins); } } // Finally, check if we should play any AudioClip if (winnerControlsScript.myInfo.currentLifePoints == winnerControlsScript.myInfo.lifePoints) { UFE.PlaySound(this.announcer.perfect); } } if (winnerControlsScript.myInfo.currentLifePoints == winnerControlsScript.myInfo.lifePoints) { this.OnNewAlert(this.SetStringValues(UFE.config.selectedLanguage.perfect, winnerControlsScript), null); } if (UFE.gameMode != GameMode.ChallengeMode && winnerControlsScript.roundsWon > Mathf.Ceil(UFE.config.roundOptions.totalRounds / 2)) { this.OnNewAlert(this.SetStringValues(UFE.config.selectedLanguage.victory, winnerControlsScript), null); UFE.PlayMusic(UFE.config.roundOptions.victoryMusic); } else if (UFE.gameMode == GameMode.ChallengeMode) { this.OnNewAlert(this.SetStringValues(UFE.config.selectedLanguage.challengeEnds, winnerControlsScript), null); UFE.PlayMusic(UFE.config.roundOptions.victoryMusic); } }
public override void OnShow() { base.OnShow(); if (this.music != null) { UFE.DelayLocalAction(delegate(){ UFE.PlayMusic(this.music); }, this.delayBeforePlayingMusic); } if (this.stopPreviousSoundEffectsOnLoad) { UFE.StopSounds(); } if (this.onLoadSound != null) { UFE.DelayLocalAction(delegate(){ UFE.PlaySound(this.onLoadSound); }, this.delayBeforePlayingMusic); } if (UFE.config.player1Character != null) { if (this.portraitPlayer1 != null) { this.portraitPlayer1.sprite = Sprite.Create( UFE.config.player1Character.profilePictureBig, new Rect(0f, 0f, UFE.config.player1Character.profilePictureBig.width, UFE.config.player1Character.profilePictureBig.height), new Vector2(0.5f * UFE.config.player1Character.profilePictureBig.width, 0.5f * UFE.config.player1Character.profilePictureBig.height) ); } if (this.namePlayer1 != null) { this.namePlayer1.text = UFE.config.player1Character.characterName; } } if (UFE.config.player2Character != null) { if (this.portraitPlayer2 != null) { this.portraitPlayer2.sprite = Sprite.Create( UFE.config.player2Character.profilePictureBig, new Rect(0f, 0f, UFE.config.player2Character.profilePictureBig.width, UFE.config.player2Character.profilePictureBig.height), new Vector2(0.5f * UFE.config.player2Character.profilePictureBig.width, 0.5f * UFE.config.player2Character.profilePictureBig.height) ); } if (this.namePlayer2 != null) { this.namePlayer2.text = UFE.config.player2Character.characterName; } } this.stageHoverIndex = 0; StageOptions stage = UFE.config.stages[this.stageHoverIndex]; if (stage != null) { if (this.screenshotStage != null) { this.screenshotStage.sprite = Sprite.Create( stage.screenshot, new Rect(0f, 0f, stage.screenshot.width, stage.screenshot.height), new Vector2(0.5f * stage.screenshot.width, 0.5f * stage.screenshot.height) ); } if (this.nameStage != null) { this.nameStage.text = stage.stageName; } } }
public override void OnShow() { base.OnShow(); if (this.music != null) { UFE.DelayLocalAction(delegate(){ UFE.PlayMusic(this.music); }, this.delayBeforeMusic); } if (this.stopPreviousSoundEffectsOnLoad) { UFE.StopSounds(); } if (this.onLoadSound != null) { UFE.DelayLocalAction(delegate(){ UFE.PlaySound(this.onLoadSound); }, this.delayBeforeMusic); } if (UFE.config.player1Character != null) { if (this.portraitPlayer1 != null) { this.portraitPlayer1.sprite = Sprite.Create( UFE.config.player1Character.profilePictureBig, new Rect(0f, 0f, UFE.config.player1Character.profilePictureBig.width, UFE.config.player1Character.profilePictureBig.height), new Vector2(0.5f * UFE.config.player1Character.profilePictureBig.width, 0.5f * UFE.config.player1Character.profilePictureBig.height) ); } if (this.namePlayer1 != null) { this.namePlayer1.text = UFE.config.player1Character.characterName; } } if (UFE.config.player2Character != null) { if (this.portraitPlayer2 != null) { this.portraitPlayer2.sprite = Sprite.Create( UFE.config.player2Character.profilePictureBig, new Rect(0f, 0f, UFE.config.player2Character.profilePictureBig.width, UFE.config.player2Character.profilePictureBig.height), new Vector2(0.5f * UFE.config.player2Character.profilePictureBig.width, 0.5f * UFE.config.player2Character.profilePictureBig.height) ); } if (this.namePlayer2 != null) { this.namePlayer2.text = UFE.config.player2Character.characterName; } } if (UFE.config.selectedStage != null) { if (this.screenshotStage != null) { this.screenshotStage.sprite = Sprite.Create( UFE.config.selectedStage.screenshot, new Rect(0f, 0f, UFE.config.selectedStage.screenshot.width, UFE.config.selectedStage.screenshot.height), new Vector2(0.5f * UFE.config.selectedStage.screenshot.width, 0.5f * UFE.config.selectedStage.screenshot.height) ); Animator anim = this.screenshotStage.GetComponent <Animator>(); if (anim != null) { anim.enabled = UFE.gameMode != GameMode.StoryMode; } } /*if (this.nameStage != null){ * this.nameStage.text = UFE.config.selectedStage.stageName; * }*/ } UFE.DelaySynchronizedAction(UFE.PreloadBattle, this.delayBeforePreload); UFE.DelaySynchronizedAction(this.StartBattle, this.delayBeforePreload + UFE.config.preloadingTime + this.delayAfterPreload); }
public override void OnShow() { // We add these lines before base.OnShow() because they will affect how will the engine display // characters selected by default Camera.main.transform.position = UFE.config.cameraOptions.initialDistance; Camera.main.transform.eulerAngles = UFE.config.cameraOptions.initialRotation; Camera.main.fieldOfView = UFE.config.cameraOptions.initialFieldOfView; if (this.displayMode == DisplayMode.CharacterGameObject) { if (background3dPrefab != null) { this.background = GameObject.Instantiate(background3dPrefab); } UFE.canvas.planeDistance = 0.1f; UFE.canvas.worldCamera = Camera.main; UFE.canvas.renderMode = RenderMode.ScreenSpaceCamera; } base.OnShow(); this.characterButtonsWhiteList.Clear(); // Set the portraits of the characters if (this.characters != null) { // First, update the portraits of the characters until we run out of characters or portrait slots.... for (int i = 0; i < this.selectableCharacters.Length && i < this.characters.Length; ++i) { Image character = this.characters[i]; CharacterInfo selectableCharacter = this.selectableCharacters[i]; if (character != null) { character.gameObject.SetActive(true); character.sprite = Sprite.Create( selectableCharacter.profilePictureSmall, new Rect(0f, 0f, selectableCharacter.profilePictureSmall.width, selectableCharacter.profilePictureSmall.height), new Vector2(0.5f * selectableCharacter.profilePictureSmall.width, 0.5f * selectableCharacter.profilePictureSmall.height) ); Button button = character.GetComponent <Button>(); if (button == null) { button = character.gameObject.AddComponent <Button>(); } int index = i; button.onClick.AddListener(() => { this.TrySelectCharacter(index); }); button.targetGraphic = character; this.characterButtonsWhiteList.Add(button); } } // If there are more slots than characters, fill the remaining slots with the "No Character" sprite... // If the "No Character" sprite is undefined, hide the image instead. for (int i = this.selectableCharacters.Length; i < this.characters.Length; ++i) { Image character = this.characters[i]; if (character != null) { if (this.noCharacterSprite != null) { this.characters[i].gameObject.SetActive(true); this.characters[i].sprite = this.noCharacterSprite; } else { this.characters[i].gameObject.SetActive(false); } } } } if (this.music != null) { UFE.DelayLocalAction(delegate(){ UFE.PlayMusic(this.music); }, this.delayBeforePlayingMusic); } if (this.stopPreviousSoundEffectsOnLoad) { UFE.StopSounds(); } if (this.onLoadSound != null) { UFE.DelayLocalAction(delegate(){ UFE.PlaySound(this.onLoadSound); }, this.delayBeforePlayingMusic); } this.SetHoverIndex(1, Mathf.Clamp(this.defaultCharacterPlayer1, 0, this.selectableCharacters.Length - 1)); if (UFE.gameMode == GameMode.StoryMode) { if (this.namePlayer2 != null) { this.namePlayer2.text = "???"; } if (this.portraitPlayer2 != null) { this.portraitPlayer2.gameObject.SetActive(false); } this.UpdateHud(); } else { this.SetHoverIndex(2, Mathf.Clamp(this.defaultCharacterPlayer2, 0, this.selectableCharacters.Length - 1)); if (this.portraitPlayer2 != null) { this.portraitPlayer2.gameObject.SetActive(true); } } }
public override void OnShow() { // Set the portraits of the characters if (this.characters != null) { // First, update the portraits of the characters until we run out of characters or portrait slots.... CharacterInfo[] selectableCharacters = this.GetSelectableCharacters(); for (int i = 0; i < selectableCharacters.Length && i < this.characters.Length; ++i) { this.characters[i].gameObject.SetActive(true); this.characters[i].sprite = Sprite.Create( selectableCharacters[i].profilePictureSmall, new Rect(0f, 0f, selectableCharacters[i].profilePictureSmall.width, selectableCharacters[i].profilePictureSmall.height), new Vector2(0.5f * selectableCharacters[i].profilePictureSmall.width, 0.5f * selectableCharacters[i].profilePictureSmall.height) ); } // If there are more slots than characters, fill the remaining slots with the "No Character" sprite... // If the "No Character" sprite is undefined, hide the image instead. for (int i = selectableCharacters.Length; i < this.characters.Length; ++i) { if (this.noCharacterSprite != null) { this.characters[i].gameObject.SetActive(true); this.characters[i].sprite = this.noCharacterSprite; } else { this.characters[i].gameObject.SetActive(false); } } } base.OnShow(); if (this.music != null) { UFE.DelayLocalAction(delegate(){ UFE.PlayMusic(this.music); }, this.delayBeforePlayingMusic); } if (this.stopPreviousSoundEffectsOnLoad) { UFE.StopSounds(); } if (this.onLoadSound != null) { UFE.DelayLocalAction(delegate(){ UFE.PlaySound(this.onLoadSound); }, this.delayBeforePlayingMusic); } if (UFE.gameMode == GameMode.StoryMode) { if (this.namePlayer2 != null) { this.namePlayer2.text = "???"; } if (this.portraitPlayer2 != null) { this.portraitPlayer2.gameObject.SetActive(false); } this.UpdateHud(); } else { this.SetHoverIndex(2, Mathf.Min(this.GetHoverIndex(2), this.charactersPerRow - 1)); if (this.portraitPlayer2 != null) { this.portraitPlayer2.gameObject.SetActive(true); } } }
protected virtual IEnumerator LoadMovie() { // Start loading movie from disk... string url = this.otherPlatformsPath .Replace(VideoIntroScreen.Data, Application.dataPath) .Replace(VideoIntroScreen.Persistent, Application.persistentDataPath) .Replace(VideoIntroScreen.StreamingAssets, Application.streamingAssetsPath) .Replace(VideoIntroScreen.Temp, Application.temporaryCachePath); WWW www = new WWW(url); MovieTexture movie = www.movie; // Assign the movie to a GUITexture... GUITexture guiTexture = this.GetComponent <GUITexture>(); if (guiTexture == null) { guiTexture = this.gameObject.AddComponent <GUITexture>(); } AudioClip audio = movie.audioClip; guiTexture.pixelInset = new Rect(0f, 0f, Screen.width, Screen.height); guiTexture.texture = movie; // Wait the min delay before starting playing the video if (this.delayBeforePlayingVideo > 0) { guiTexture.color = Color.black; yield return(new WaitForSeconds(this.delayBeforePlayingVideo)); } guiTexture.color = Color.white; // Wait until we have enough information to start playing the movie... while (!movie.isReadyToPlay) { yield return(null); } // When we're ready to start playing the image, resize the texture guiTexture.pixelInset = new Rect(0.5f * Screen.width, 0.5f * Screen.height, 0f, 0f); // Start playing the movie movie.Play(); //------------------------------------------------------------------------------------------------------------- // We need to enable the sound during the duration of the movie because it doesn't matter the user settings, // we want him to hear the AudioClip. However, we need to play this sound as music because Unity won't allow // us to play streamed audio as SoundFX (Unity doesn't throw an error, but the AudioClip isn't played). //------------------------------------------------------------------------------------------------------------- bool musicEnabled = UFE.GetMusic(); bool musicLooped = UFE.IsMusicLooped(); float musicVolume = UFE.GetMusicVolume(); AudioClip clip = UFE.GetMusicClip(); UFE.SetMusic(true); UFE.LoopMusic(false); UFE.SetMusicVolume(1f); UFE.PlayMusic(audio); //------------------------------------------------------------------------------------------------------------- // After the video finish, restore the original audio settings. //------------------------------------------------------------------------------------------------------------- while (movie.isPlaying && !(skippable && Input.anyKeyDown)) { yield return(null); } //------------------------------------------------------------------------------------------------------------- // Check if the video has been skipped. In that case, wait for the "delay after skipping video" time. //------------------------------------------------------------------------------------------------------------- if (movie.isPlaying && this.delayAfterSkippingVideo > 0f) { if (this.stopMusicImmediatelyAfterSkippingVideo) { UFE.StopMusic(); } if (this.stopVideoImmediatelyAfterSkippingVideo) { movie.Stop(); guiTexture.color = Color.black; } yield return(new WaitForSeconds(this.delayAfterSkippingVideo)); } //------------------------------------------------------------------------------------------------------------- // If we haven't done it yet, stop the video, the audio and free the used memory //------------------------------------------------------------------------------------------------------------- UFE.StopMusic(); movie.Stop(); GameObject.DestroyObject(clip); GameObject.DestroyObject(movie); //------------------------------------------------------------------------------------------------------------- // Finally, restore the original audio settings... //------------------------------------------------------------------------------------------------------------- UFE.SetMusic(musicEnabled); UFE.LoopMusic(musicLooped); UFE.SetMusicVolume(musicVolume); UFE.PlayMusic(clip); //------------------------------------------------------------------------------------------------------------- // And go to the next screen //------------------------------------------------------------------------------------------------------------- this.GoToNextScreen(); }