コード例 #1
0
    public void SetCountdown(float duration)
    {
        int ticks = (int)duration;

        AnimController.ClearQueue();

        Setup();

        // Fade out top
        AnimController.AddAnim(new UiAnimationFade(Top.gameObject, 0.25f, UiAnimationFade.FadeType.Out), false);

        // Fade and scale in title simultaneously
        AnimController.AddAnim(new UiAnimationFade(ReadyTitle.gameObject, 0.5f, UiAnimationFade.FadeType.In), false);

        // Add countdowns
        for (int i = 0; i < ticks; i++)
        {
            // Make temp var
            var time = ticks - i;

            AnimController.AddDelay(1f);

            // Set timer text on every tick
            AnimController.AddAction("Set Timer Text", () => ReadyTimer.text = time.ToString());

            // Scale and fade in timer
            AnimController.AddAnim(new UiAnimationFade(ReadyTimer.gameObject, 0.1f, UiAnimationFade.FadeType.In), false);
            AnimController.AddAnim(new UiAnimationScale(ReadyTimer.gameObject, Vector3.one * 2, Vector3.one, 0.1f));
        }

        AnimController.PlayAnimations();
    }
コード例 #2
0
ファイル: UiPopupBase.cs プロジェクト: Trainfire/Drawesome
 public override void Hide()
 {
     AnimController.ClearQueue();
     AnimController.AddAnim(new UiAnimationFade(gameObject, 0.25f, UiAnimationFade.FadeType.Out));
     AnimController.AddDelay(0.5f);
     AnimController.AddAction("Destroy", () => Destroy(gameObject));
     AnimController.PlayAnimations();
 }
コード例 #3
0
    public void ShowScores(Dictionary <PlayerData, GameScore> newScores)
    {
        RowPrototype.gameObject.SetActive(false);

        // Show titles
        AnimController.AddAnim(new UiAnimationFade(Title.gameObject, TimeRevealTitle, UiAnimationFade.FadeType.In));
        AnimController.AddDelay(TimeBetweenTitleAndDivider);

        // Show divider
        AnimController.AddAnim(new UiAnimationFade(Divider.gameObject, TimeRevealDivider, UiAnimationFade.FadeType.In));
        AnimController.AddDelay(TimeBeforeShowScores);

        // Calculate how long it should take to reveal each player's score based on the number of players
        float revealScores = TimeShowScores / newScores.Count;

        // Set the previous scores
        foreach (var score in newScores)
        {
            var view = AddOrGetView(score.Key, score.Value);
            var temp = score;
            AnimController.AddAction("Show Previous Scores", () =>
            {
                view.Score.text        = temp.Value.PreviousScore.ToString();
                view.PointsEarned.text = "";
                view.Likes.gameObject.SetActive(false);
            });
        }

        // Get all the player rows in order from top to bottom
        var views = List.GetComponentsInChildren <UiResultRow>().ToList();

        // Fade in each row
        views.ForEach(x => AnimController.AddAnim(new UiAnimationFade(x.gameObject, revealScores, UiAnimationFade.FadeType.In)));
        AnimController.AddDelay(1f);

        // Set points earned
        foreach (var score in newScores)
        {
            var view = AddOrGetView(score.Key, score.Value);
            var temp = score;
            AnimController.AddAction("Shows Points Earned", () =>
            {
                view.PointsEarned.text = string.Format("+{0}", temp.Value.PointsEarned);
            });
        }

        // Reveal points earned
        views.ForEach(x => AnimController.AddAnim(new UiAnimationFade(x.PointsEarned.gameObject, 0f, UiAnimationFade.FadeType.In)));
        AnimController.AddDelay(TimeBetweenShowPointsAndUpdateList);

        // Update scores
        foreach (var score in newScores)
        {
            var view = AddOrGetView(score.Key, score.Value);
            var temp = score;

            // Reveal player's answer underneath if they gave one
            view.Answer.text = temp.Value.CurrentScoreData.AnswerGiven != null ? temp.Value.CurrentScoreData.AnswerGiven.Answer : "";

            // Show the player's current score
            AnimController.AddAction("Update Scores", () =>
            {
                view.Score.text = temp.Value.CurrentScoreData.Score.ToString();
            });
        }

        // Fade in the points earned text displayed on right side as + 1234
        views.ForEach(x => AnimController.AddAnim(new UiAnimationFade(x.PointsEarned.gameObject, 0.1f, UiAnimationFade.FadeType.Out), false));
        AnimController.AddDelay(TimeBeforeRearrangeList);

        // Reorder list
        AnimController.AddAction("Reorder List", () =>
        {
            List.OrderBy <GameScore>((a, b) => a.CurrentScoreData.Score.CompareTo(b.CurrentScoreData.Score));
        });

        // Set likes
        AnimController.AddDelay(TimeBeforeLikes);

        foreach (var score in newScores)
        {
            if (score.Value.CurrentScoreData.AnswerGiven != null && score.Value.CurrentScoreData.AnswerGiven.Likes != 0)
            {
                var view = AddOrGetView(score.Key, score.Value);
                var temp = score;
                AnimController.AddAction("Update Likes", () =>
                {
                    view.Likes.gameObject.SetActive(true);
                    view.LikesEarned.text = "+" + temp.Value.CurrentScoreData.AnswerGiven.Likes.ToString();
                });
            }
        }

        // Fade in likes
        views.ForEach(x => AnimController.AddAnim(new UiAnimationFade(x.Likes, 0.1f, UiAnimationFade.FadeType.In), false));

        AnimController.PlayAnimations();
    }