ReactToEndGame() public method

public ReactToEndGame ( ) : void
return void
Esempio n. 1
0
        private IEnumerator EndGame_Coroutine()
        {
            var delay1 = 0.25f;

            yield return(new WaitForSeconds(delay1));

            PlayIdleMusic();
            Reset();

            // Everybody dance!
            FriendsZonesManager.instance.EverybodyDance();
            antura.ReactToEndGame();

            yield return(new WaitForSeconds(1.0f));

            antura.animationController.DoShout();
            Context.GetAudioManager().PlaySound(Sfx.DogBarking);

            /*
             * // Zoom out camera
             * var fromPosition = sceneCamera.transform.localPosition;
             * var toPosition = endCameraPosition;
             * var fromRotation = sceneCamera.transform.localRotation.eulerAngles;
             * var toRotation = endCameraRotation;
             * var interpolant = 0f;
             * var lerpProgress = 0f;
             * var lerpLength = 2f;
             *
             * while (lerpProgress < lerpLength) {
             *  sceneCamera.transform.localPosition = Vector3.Lerp(fromPosition, toPosition, interpolant);
             *  sceneCamera.transform.localRotation = Quaternion.Euler(Vector3.Lerp(fromRotation, toRotation, interpolant));
             *  lerpProgress += Time.deltaTime;
             *  interpolant = lerpProgress / lerpLength;
             *  interpolant = Mathf.Sin(interpolant * Mathf.PI * 0.5f);
             *  yield return new WaitForFixedUpdate();
             * }
             */

            //            endGameCanvas.gameObject.SetActive(true);
            //
            //            int numberOfStars = 0;
            //
            //            if (friendships <= 0)
            //            {
            //                numberOfStars = 0;
            //                WidgetSubtitles.I.DisplaySentence("game_result_retry");
            //            }
            //            else if ((float)friendships / numberOfRounds < 0.5f)
            //            {
            //                numberOfStars = 1;
            //                WidgetSubtitles.I.DisplaySentence("game_result_fair");
            //            }
            //            else if (friendships < numberOfRounds)
            //            {
            //                numberOfStars = 2;
            //                WidgetSubtitles.I.DisplaySentence("game_result_good");
            //            }
            //            else
            //            {
            //                numberOfStars = 3;
            //                WidgetSubtitles.I.DisplaySentence("game_result_great");
            //            }
            //            starFlowers.Show(numberOfStars);

            PlayState.OnResult();
        }