void Start() { for (int i = 0; i < theTeamImagesA.Count; i++) { theTeamImagesA[i].gameObject.SetActive(false); } for (int i = 0; i < theTeamImagesB.Count; i++) { theTeamImagesB[i].gameObject.SetActive(false); } for (int i = 0; i < titleText.Count; i++) { titleText[i].gameObject.SetActive(false); } StartCoroutine(GenericFunctions.FadeOutImage(.5f, fadeImage, 0f)); StartCoroutine(GenericFunctions.FadeInSound(.5f, audioSource, 1f, .5f)); StartCoroutine(GenericFunctions.FadeInImage(1.25f, imageGGJ, delay)); StartCoroutine(GenericFunctions.FadeOutImage(1.25f, imageGGJ, delay + 2.5f)); StartCoroutine(GenericFunctions.FadeInImage(3f, imageGGJ, delay + 42f)); StartCoroutine(GenericFunctions.ThisFunctionIsOnlyForGGJ(1f, titleText[0], theTeamA, delay + 5, 3f, 9f)); StartCoroutine(GenericFunctions.ThisFunctionIsOnlyForGGJ(1f, titleText[1], theRolesA, delay + 5, 3f, 9f)); StartCoroutine(GenericFunctions.SuperFadeInImage(1f, theTeamImagesA, delay + 5, 3f, 9f)); StartCoroutine(GenericFunctions.ThisFunctionIsOnlyForGGJ(1f, titleText[2], theTeamB, delay + 12f, 3f, 9f)); StartCoroutine(GenericFunctions.ThisFunctionIsOnlyForGGJ(1f, titleText[3], theRolesB, delay + 12f, 3f, 9f)); StartCoroutine(GenericFunctions.SuperFadeInImage(1f, theTeamImagesB, delay + 12f, 3f, 9f)); }
void Start() { StartCoroutine(GenericFunctions.FadeOutImage(.5f, fadeImage, 1f)); //Invoke("EnableMenuButtons", delay + 3); for (int i = 0; i < animations.Count; i++) { animations[i].gameObject.SetActive(false); } StartCoroutine(PlayMainMenuAnimation(animations[0], delay + 1.5f)); StartCoroutine(PlayMainMenuAnimation(animations[1], delay + 2.25f)); StartCoroutine(PlayMainMenuAnimation(animations[2], delay + 3.25f)); StartCoroutine(PlayMainMenuAnimation(animations[3], delay + 3.50f)); StartCoroutine(PlayMainMenuAnimation(animations[4], delay + 3.75f)); audioSource.PlayDelayed(.3f); StartCoroutine(GenericFunctions.FadeInSound(.4f, audioSource, 1f, .5f)); StartCoroutine(GenericFunctions.FadeInImage(1.25f, imageGGJ, delay + 5f)); }
private void Start() { titleText.GetComponent <VertexJitter>().ShakeText(); player1SelectionIndex = 0; player2SelectionIndex = characters.Count - 1; for (int i = 0; i < selectorsPlayer1.Count; i++) { selectorsPlayer1[i].gameObject.SetActive(false); selectorsPlayer2[i].gameObject.SetActive(false); } selectorsPlayer1[player1SelectionIndex].gameObject.SetActive(true); selectorsPlayer2[player2SelectionIndex].gameObject.SetActive(true); this.characterOptionsP1[player1SelectionIndex].SetActive(true); this.characterOptionsP2[player2SelectionIndex].SetActive(true); timer = maxTimeToSelect; StartCoroutine(GenericFunctions.FadeInSound(.5f, audioSource, 1f, .5f)); }