IEnumerator ShowPage0() { // Creates a yield instruction to wait for a given number of seconds // http://docs.unity3d.com/400/Documentation/ScriptReference/WaitForSeconds.WaitForSeconds.html yield return(new WaitForSeconds(0.5f)); foreach (Transform child in m_Page0.transform) { GAui pGAui = child.gameObject.GetComponent <GAui>(); if (pGAui != null) { pGAui.m_ScaleIn.Delay = Random.Range(0.0f, 1.0f); pGAui.m_ScaleIn.Time = Random.Range(0.5f, 1.5f); // Play MoveIn animation pGAui.MoveIn(); } } // Play MoveIn animation m_Page1.MoveIn(GUIAnimSystem.eGUIMove.Children); // Play particles in the hierarchy of given transfrom GSui.Instance.PlayParticle(m_Page0.transform); // Update Loading progress bar. StartCoroutine(ShowBottomScreenButtons()); }
IEnumerator HideMSG(GAui pGUIANimFREE) { // Creates a yield instruction to wait for a given number of seconds // http://docs.unity3d.com/400/Documentation/ScriptReference/WaitForSeconds.WaitForSeconds.html yield return(new WaitForSeconds(2.5f)); if (pGUIANimFREE.gameObject.activeSelf == false) { pGUIANimFREE.gameObject.SetActive(true); } // Play Move Out animation pGUIANimFREE.MoveOut(); // Stop particles in the hierarchy of given transfrom GSui.Instance.StopParticle(pGUIANimFREE.transform); // Enable GraphicRaycasters of Canvas in m_Gameplay // http://docs.unity3d.com/Manual/script-GraphicRaycaster.html GSui.Instance.SetGraphicRaycasterEnable(m_Gameplay, true); // Creates a yield instruction to wait for a given number of seconds // http://docs.unity3d.com/400/Documentation/ScriptReference/WaitForSeconds.WaitForSeconds.html yield return(new WaitForSeconds(1.5f)); // Play MoveIn animation GSui.Instance.MoveIn(m_PanelForButtons.transform, true); }
IEnumerator ShowMSG(GAui pGUIANimFREE) { // Disable GraphicRaycasters of Canvas in m_Gameplay // http://docs.unity3d.com/Manual/script-GraphicRaycaster.html GSui.Instance.SetGraphicRaycasterEnable(m_Gameplay, false); // Creates a yield instruction to wait for a given number of seconds // http://docs.unity3d.com/400/Documentation/ScriptReference/WaitForSeconds.WaitForSeconds.html yield return(new WaitForSeconds(0.5f)); if (pGUIANimFREE.gameObject.activeSelf == false) { pGUIANimFREE.gameObject.SetActive(true); } // Reset all animations' information of before replay pGUIANimFREE.Reset(); // Play MoveIn animation pGUIANimFREE.MoveIn(); // Play particles in the hierarchy of given transfrom GSui.Instance.PlayParticle(pGUIANimFREE.transform); // Creates a yield instruction to wait for a given number of seconds // http://docs.unity3d.com/400/Documentation/ScriptReference/WaitForSeconds.WaitForSeconds.html yield return(new WaitForSeconds(0.5f)); StartCoroutine(HideMSG(pGUIANimFREE)); }
// ######################################## // MonoBehaviour Functions // http://docs.unity3d.com/ScriptReference/MonoBehaviour.html // ######################################## #region MonoBehaviour // Awake is called when the script instance is being loaded. // http://docs.unity3d.com/ScriptReference/MonoBehaviour.Awake.html void Awake() { if (enabled) { // Disable auto-animation and let this script controls all GAui elements in the scene. GSui.Instance.m_AutoAnimation = false; // Get GAui component m_GAui = this.gameObject.GetComponent <GAui>(); if (m_GAui == null) { // Set up new GAui component m_GAui = this.gameObject.AddComponent <GAui>(); // Add PlayInAnimsStarted Eventhandler m_GAui.PlayInAnimsStarted.AddListener(PlayInAnimsStarted); // Add PlayInAnimsFinished Eventhandler m_GAui.PlayInAnimsFinished.AddListener(PlayInAnimsFinished); } } }
// Use this for initialization void Start() { #if UNITY_IPHONE if (UnityEngine.iOS.Device.generation == UnityEngine.iOS.DeviceGeneration.iPhoneX) { iphoneXCanvas.SetActive(true); iphoneCanvas.SetActive(false); // GameObject ratiFitter = iphoneXCanvas.transform.Find("RatioFitter").gameObject; ansButtons = ansButtonsX; stars = starX; starParticles = starParticleX; bannImage = bannImgeX; continueWindow = continueWindowX; black = blackX; readyImg = readyImgX; trophiImage = trophyImgX; trophyCountText = trophyCountX; } else { iphoneCanvas.SetActive(true); iphoneXCanvas.SetActive(false); // GameObject ratiFitter = iphoneCanvas.transform.Find("RatioFitter").gameObject; } #else iphoneCanvas.SetActive(true); iphoneXCanvas.SetActive(false); // GameObject ratiFitter = iphoneXCanvas.transform.Find("RatioFitter").gameObject; #endif trophyCountText.text = PlayerPrefs.GetInt("LPL_TrophyCount", 0).ToString(); trophyCount = PlayerPrefs.GetInt("LPL_TrophyCount", 0); black.SetActive(false); qIndex = 0; // Set value for (int i = 0; i < arr.Length; i++) { arr[i] = i; } int temp; // Shuffle the arrays for (int i = 0; i < arr.Length; i++) { int ran = Random.Range(0, arr.Length); temp = arr[ran]; arr[ran] = arr[i]; arr[i] = temp; } // Parse the sentence string str = sentenceFile.text; rawSentences = str.Split('\n'); // Referesh the sentences list. RefershScentencesList(); // Stop music GameObject o = GameObject.Find("MusicPlayer"); if (o != null) { if (!o.GetComponent <AudioSource>().isPlaying) { // o.GetComponent<AudioSource>().Play(); bannImage.SetActive(true); } else { bannImage.SetActive(false); } } // If all done, Start asking questions StartCoroutine(ShowQuestions()); }