private IEnumerator HiddenToFlowerScreenRoutine() { state = CommentEntryState.Busy; fade.Out(0.5f); yield return(new WaitForSeconds(0.5f)); menuTab.SetVisible(true); flower.SetOpen(true); yield return(new WaitForSeconds(0.2f)); flowerTitle.Show(true); state = CommentEntryState.FlowerScreen; }
// A function which allows the AppCoordinator to control whether or not the map is interactive. // This controls pin visibility and also whether or not the map surface can be dragged and zoomed. public void SetMapInteractivity(bool interactive) { foreach (MapPin p in pins) { p.SetVisible(interactive); } mapSurface.gameObject.SetActive(interactive); mapTitle.Show(interactive); ARButton.Show(interactive); settingsGear.Show(interactive); }
void Start() { IsGameEnd = false; IsEndInitialize = false; _totalMoney = 0; _tweetCanvas.gameObject.SetActive(false); _uiCollentMoney.Show(false); OnEndGame += () => { naichilab.RankingLoader.Instance.SendScoreAndShowRanking(_totalMoney); }; _thief.Initialize(); _thief.OnPutHand += () => { if (_uiTitle.IsShowing) { _uiCollentMoney.Show(true); _uiTitle.Show(false); _sleepHuman.StartSleepSequence(); OnStartGame?.Invoke(); } }; _thief.OnFinding += () => { _money += UnityEngine.Random.Range(100, 200); }; _thief.OnPullOutHand += () => { _uiCollentMoney.ApplyAcquireMoney(_money); _uiCollentMoney.ApplyTotalMoney(_totalMoney + _money); _totalMoney += _money; _money = 0; OnAcquireMoney?.Invoke(); }; _sleepHuman.Initialize(); DOTween.ToAlpha( () => _forground.color, (color) => _forground.color = color, 0f, _fadeInForground).onComplete = () => IsEndInitialize = true; }