public void Hide(bool _immediate) { if (!setupDone) { return; } ContinueScreen.Close(true); this.StopAllCoroutines(); if (_immediate) { showTween.Rewind(); } else { showTween.PlayBackwards(); } Bar.Hide(); Minigames.Hide(); minigamesStarsToBarTween.Kill(); if (releasedMinigamesStars != null) { foreach (RectTransform rt in releasedMinigamesStars) { Destroy(rt.gameObject); } releasedMinigamesStars = null; } }
public void Hide(bool _immediate) { if (!setupDone) { return; } this.StopAllCoroutines(); ContinueScreen.Close(true); if (_immediate) { showTween.Rewind(); } else { showTween.PlayBackwards(); } }
public void Show(List <EndsessionResultData> _sessionData, int _alreadyUnlockedRewards, bool _immediate) { ContinueScreen.Close(true); Hide(true); Setup(); this.StopAllCoroutines(); if (_immediate) { showTween.Complete(); } else { showTween.Restart(); } godraysTween.Restart(); this.gameObject.SetActive(true); this.StartCoroutine(CO_Show(_sessionData, _alreadyUnlockedRewards)); }
public void Show(int _numStars = 0) { Setup(); this.StopAllCoroutines(); ContinueScreen.Close(true); numStars = _numStars; this.gameObject.SetActive(true); foreach (EndgameStar star in Stars) { star.Reset(); } showTween.Restart(); this.gameObject.SetActive(true); GameResultUI.I.BonesCounter.Show(); // NOT NEEDED ANYMORE: bones are added only AFTER we Continue after the game // GameResultUI.I.BonesCounter.DecreaseBy(_numStars); }