public void Say(string text, Character character, float time = 5, float delay = 0) { if (delay > 0) { DelayManager.CallTo(delegate() { Say(text, character, time, 0); }, delay); return; } MoveCamera(character); ChoisirBulle(text); Vector3 position = new Vector3((character.transform.position.x + currentOffsetX), currentBulle.transform.position.y, (character.transform.position.z + currentOffsetZ)); Bubble myBubble = Instantiate(currentBulle, position, currentBulle.transform.rotation); myBubble.gameObject.SetActive(true); myBubble.myText.GetComponent <TextMesh>().text = text; myBubble.SetValues(currentOffsetX, currentOffsetZ, character, time); myBubble.Init(); }
void Start() { DelayManager.CallTo(delegate() { audio.Play(); }, delay); }
public void LastMinute() { CreateTransmission("Attention, nous avons reçu de nouvelles informations. Le complot se mettrait en marche dans approximativement 1 heure!", 0); DelayManager.CallTo(delegate() { musicManager.PlayLastMinuteSong(); }, 1); }
// Envoyer une transmission dans l'ecran void SendTransmission() { transmissionCanvas.transform.DOLocalMoveY((Screen.height / 4) * 0.1f, 1); DelayManager.CallTo(delegate() { musicManager.PlayNotification(); }, 0.5f); messageText.text = text[currentTransmission]; currentTransmission++; DelayManager.CallTo(EndTransmission, timeOfTransmition); }
public void EndCall(float delay) { if (delay == 0) { myCall = null; } else { DelayManager.CallTo(delegate() { myCall = null; }, delay); } }
public void SetDirectionIn(Direction dir, float time) { if (time <= 0) { this.defaultDirection = dir; } else { DelayManager.CallTo(delegate() { this.defaultDirection = dir; }, time); } }
public void SetFocusIn(Personne focus, float time) { if (time <= 0) { this.focus = focus; } else { DelayManager.CallTo(delegate() { this.focus = focus; }, time); } }
public void SayInTelephone(string messageIn, string parleurIn, float delay = 0) { if (delay == 0) { myCall.AddMessage(messageIn, parleurIn); } else { AppelTéléphonique tempCall = myCall; DelayManager.CallTo(delegate() { tempCall.AddMessage(messageIn, parleurIn); }, delay); } }
//Plan void Stage2() { stage = 2; print("stage 2"); SoundManager.PlayMusic(bureauMusic, faded: true); frontFade.DOFade(1, 0.75f).OnComplete(delegate() { content.SetActive(false); backFade.gameObject.SetActive(false); frontFade.DOFade(0, 0.75f); cam.DOOrthoSize(8, 5).SetEase(Ease.InOutSine); cam.transform.DOMoveZ(8.5f, 5).SetEase(Ease.InOutSine).OnComplete(delegate() { eventMan.enabled = true; eventMan.ClearAll(); BulleManager.instance.Say("Salut la gang!", ScenarioManager.instance.Enrique, 2); BulleManager.instance.Say("J’vais d’abord prendre \nquelques secondes pour \nféliciter Annoushka pour \navoir choisi la meilleure \nbusiness pour son stage \ninternational.", ScenarioManager.instance.Enrique, 6, 2); BulleManager.instance.Say("Elle arrive de la Russie \net travaillera avec nous \npour les 3 prochains mois.", ScenarioManager.instance.Enrique, 4, 8); float delay = 12; BulleManager.instance.Say("Merci ...\nmoi contente, \nde rencontrer tu.", ScenarioManager.instance.Annushka, 3, delay); delay += 3; BulleManager.instance.Say("Comme vous le savez,\nc’est la dernière journée\n de Justine aujourd’hui.", ScenarioManager.instance.Enrique, 4, delay); BulleManager.instance.Say("Mais avant qu’elle parte,\nelle doit autoriser un\npartenariat qui changera\nà tout jamais l’avenir\nde notre compagnie!", ScenarioManager.instance.Enrique, 5, delay + 4); BulleManager.instance.Say("J’vous dit pas le nom de \nl’autre compagnie tout’suite,\nc’est une surprise !", ScenarioManager.instance.Enrique, 4, delay + 9); delay += 4 + 5 + 4; BulleManager.instance.Say("*Rires*\nMoi j’aime ça\nles surprises\n*Rires*", ScenarioManager.instance.Samantha, 3, delay); delay += 3; BulleManager.instance.Say("Ok ouain… Je laisse\nle planning de la\njournée sur la table.", ScenarioManager.instance.Enrique, 3, delay); BulleManager.instance.Say("Get to work\nboys and grills!", ScenarioManager.instance.Enrique, 2, delay + 3); delay += 3 + 2; DelayManager.CallTo(Stage3, delay); }); }); }
void Start() { MasterManager.Sync(); if (Scenes.Exists("GameWin")) { DelayManager.CallTo(delegate() { Application.Quit(); }, 10); } else { DelayManager.CallTo(delegate() { text.SetActive(true); }, 2); DelayManager.CallTo(delegate() { button.SetActive(true); }, 5); } }
// Creer la transmission pour plus tard void CreateTransmission(string text, float time) { this.text.Add(text); DelayManager.CallTo(SendTransmission, time); }