private IEnumerator HideInGameMessageSequence() { messageAnimation.Play("BossHealthRemainingHide"); yield return(WaitCache.WaitForSeconds(1.0f)); _messageBox.SetActive(false); }
protected override IEnumerator DestroyBrickSequence(bool playSound = true) { BrickHasBeenDestroyed = true; StartItemFallingFromDestroyedBrick(); // based on the boss starting health, award points var pointsForBoss = Points.BossPointsValue * resetHitsToDestroyCount; CoreConnector.GameManager.scoreManager.PointsCollected(pointsForBoss); SpawnParticles(ParticleTypes.BossExplosion, transform.position); if (playSound) { PlaySound(SoundList.brickDestroyed); } yield return(0); DisableColliders(); LeanTween.cancel(visualObjects.gameObject); LeanTween.scale(visualObjects.gameObject, Vector3.one * 0.1f, 0.35f); yield return(WaitCache.WaitForSeconds(0.35f)); DisableVisuals(); HideGooglyEyes(); CoreConnector.GameManager.brickManager.BrickDestroyed(); }
/// <summary> /// 数据缓存初始化 /// </summary> static Loader() { if (sqlTable != null) { Cache = WaitCache.Set(sqlCache); sqlLoaded(); } }
private IEnumerator ShowMessageSequence() { messageAnimation.Play(Show); yield return(WaitCache.WaitForSeconds(3.0f)); // todo possibly add extra effects during the message messageAnimation.Play(Hide); yield return(WaitCache.WaitForSeconds(1.0f)); // Enforce disabled. HideInGameMessageInstantly(); }
private IEnumerator InstantiateNewBall() { ballStartPosition.y = GameVariables.BallStartHeight; ballStartPosition.x = 0; SpawnParticles(ParticleTypes.NewBallOne, ballStartPosition); // wait a little while yield return(WaitCache.WaitForSeconds(0.4f)); AddBall(0); yield return(WaitCache.WaitForSeconds(0.5f)); LaunchAllBalls(); }
private IEnumerator AllLettersCollected() { ShowInGameMessage(Message.BonusPoints); PlaySound(SoundList.AllBONUSLettersCollected); CoreConnector.GameManager.scoreManager.PointsCollected(Points.AllLettersOfBONUSCollectedPoints); // now we need to reset the objects for it to start over again yield return(WaitCache.WaitForSeconds(0.5f)); foreach (var letterAnimator in letterAnimators) { letterAnimator.PlayCollected(); } yield return(WaitCache.WaitForSeconds(1.5f)); ResetFallingObjectsAvailable(); }
private IEnumerator InstantiateMultiBalls(float xPosition) { ballStartPosition.y = GameVariables.BallStartHeight; ballStartPosition.x = xPosition; SpawnParticles(ParticleTypes.NewBallOne, ballStartPosition); ballStartPosition.x = -xPosition; SpawnParticles(ParticleTypes.NewBallTwo, ballStartPosition); yield return(WaitCache.WaitForSeconds(0.5f)); // add ball 1 & 2 AddBall(xPosition); AddBall(-xPosition); yield return(WaitCache.WaitForSeconds(0.5f)); LaunchAllBalls(); }
private IEnumerator StartGameSequence() { ballManager.ResetAllBalls(); playersBatManager.HideAllBats(); Time.timeScale = 1.0f; CoreConnector.UIManager.DisplayLevelLoader(); var levelNumber = PlayerPrefs.GetInt(Constants.CurrentLevel); CoreConnector.GameUIManager.playerLifeDisplay.Show(); CoreConnector.LevelManager.DisplayLevel(levelNumber); yield return(WaitCache.WaitForSeconds(0.1f)); brickManager.LoadLevelsBricks(); yield return(WaitCache.WaitForSeconds(0.1f)); backgrounds.DisplayForLevel(levelNumber); yield return(WaitCache.WaitForSeconds(0.1f)); fallingObjectsManager.HideAll(); yield return(WaitCache.WaitForSeconds(0.1f)); CoreConnector.UIManager.HideAllScreens(); yield return(WaitCache.WaitForSeconds(0.1f)); CoreConnector.UIManager.DisplayScreen(UIScreens.Game); CoreConnector.GameUIManager.DisplayInGameButtons(true); bonusManager.RestartGame(); playerLifeManager.RestartLevel(); yield return(WaitCache.WaitForSeconds(0.1f)); touchPosition.ResumeGame(); StartPlay(0.25f); }
private IEnumerator StartSequence() { DisableVisuals(); SetAlpha(0.0f); LeanTween.cancel(visualObjects.gameObject); yield return(WaitCache.WaitForSeconds(0.5f)); var randomScale = Random.Range(0.2f, 2.0f); SetVisualScale(randomScale); EnableVisuals(); // scale the brick up from tiny. targetScale = 1.0f; var timeToTake = Random.Range(0.3f, 0.5f); LeanTween.value(0.0f, 1.0f, timeToTake).setOnUpdate(SetPercent) .setEase(LeanTweenType.easeOutBack) .setDelay(delayCounter); yield return(WaitCache.WaitForSeconds(timeToTake)); }
private void Awake() { _waitCache = this; Debug.Log("WaitCache.Awake()\n"); cache = new Dictionary <string, YieldInstruction>(); }