private async void Start() { _scenesParameters = new LoadSceneParameters(LoadSceneMode.Additive); loadedScene = SceneManager.LoadScene(_levels[_currentLevel].Value.SceneName, _scenesParameters); while (!loadedScene.isLoaded) { await UniTask.Yield(); } float alpha = 1f; float time = 0f; while (alpha > 0f) { alpha = Mathf.Lerp(1f, 0f, time / _fadeAnimationTime); await UniTask.Yield(PlayerLoopTiming.FixedUpdate); time += Time.fixedDeltaTime; _fader.color = new Color(_fader.color.r, _fader.color.g, _fader.color.b, alpha); } LevelProxy level = loadedScene.GetRootGameObjects()[0].GetComponent <LevelProxy>(); if (level != null) { _playerInputManager.GetComponent <PlayerSetup>().PlayerSpawners = level.PlayerSpawners; _playerInputManager.gameObject.SetActive(true); } _onVictory.Register(OnVictory); }
private void OnEnable() { goMainMenu.Register(LoadMainMenu); goNextLevel.Register(LoadNextLevel); goLevel.Register(LoadLevel); goRepeat.Register(RepeatLevel); }
private void Awake() { List <List <int> > roomInts = new List <List <int> > { new List <int> { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, new List <int> { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }, new List <int> { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }, new List <int> { 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }, new List <int> { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }, new List <int> { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }, new List <int> { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, new List <int> { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, new List <int> { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }, new List <int> { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }, new List <int> { 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }, new List <int> { 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }, new List <int> { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 } }; foreach (List <int> tiles in roomInts) { List <(RoomTile, GameObject)> roomRow = new List <(RoomTile, GameObject)>(); foreach (int tile in tiles) { roomRow.Add(((RoomTile)tile, null)); } room.content.Add(roomRow); } doDrawOn.Register(Redraw); }
private void OnEnable() { doSpawnRobotOn.Register(StartPopulation); }
private void OnEnable() => onPlayerLost.Register(OnPlayerLost);
private void OnEnable() { onPlayerWon.Register(RemoveThisComponent); onPlayerLost.Register(RemoveThisComponent); }
private void OnEnable() { doSpawnRobotOn.Register(SpawnRobot); }
private void OnEnable() { Event.Register(this); }