private IEnumerator EnableAsync() { yield return(new WaitForSeconds(kEnableDelay)); mHover.Reset(); mScreen.TurnOn(); }
private IEnumerator EnableAsync() { mHover.Reset(); // automatically trigger interaction after a few seconds yield return(new WaitForSeconds(kAutoInteractDelay)); if (mHover.enabled && Game.Get().CanAdvancePast(kStep)) { mHover.InteractWith(this); } }
private IEnumerator EnableAsync() { // enable after a few seconds yield return(new WaitForSeconds(kEnableDelay)); fMoon.SetActive(true); mHover.Reset(); mAnimator.Play(kShowMoonAnim); // auto-interact after a few seconds yield return(new WaitForSeconds(kAutoInteractDelay)); if (mHover.enabled && Game.Get().CanAdvancePast(kStep)) { mHover.InteractWith(this); } }
private IEnumerator EnableAsync(Game.Step step) { if (step == Game.Step.Door1) { yield return(new WaitForSeconds(kEnableDelay)); } mHover.Reset(); switch (step) { case Game.Step.Door1: mAmbientSound.Play(fFieldSounds); break; case Game.Step.Door2: mAmbientSound.Play(fKitchenSounds); break; case Game.Step.Door3: break; // TODO: play a sound to cue the door to the hall } }
// -- commands -- private void Enable() { mHover.Reset(); StartCoroutine(Hop()); }
private void Enable() { mHover.Reset(); Wiggle(); }