コード例 #1
0
    IEnumerator UpdateStance()
    {
        switch (player.current_weapon)
        {
        case Weapon.BOW:
            currentStance = bowStance;
            break;

        case Weapon.KNIFE:
            currentStance = knifeStance;
            break;

        case Weapon.SPEAR:
            currentStance = spearStance;
            break;

        default:
            break;
        }

        while (player.charge > 0.0f)
        {
            sr.sprite = currentStance.armed;
            yield return(null);
        }

        sr.sprite = currentStance.afterThrow;
        yield return(HushPuppy.WaitForEndOfFrames(recoveryFrames));

        sr.sprite = defaultSprite;
    }
コード例 #2
0
ファイル: DialogManager.cs プロジェクト: vgarciasc/v_cigafu
    IEnumerator display_text(string text)
    {
        int current_character;

        for (current_character = 0; current_character < text.Length; current_character++)
        {
            text_running = true;
            if (pressed_key)
            {
                pressed_key = false;
                break;
            }
            intro_text.text = text.Substring(0, current_character) + "<color=#0000>" + text.Substring(current_character) + "</color>";
            yield return(HushPuppy.WaitForEndOfFrames(2));
        }

        text_running    = false;
        intro_text.text = text;
    }
コード例 #3
0
    IEnumerator Display_String(string text, int speed)
    {
        int current_character = 0;

        text_running = true;

        while (true)
        {
            if (current_character == text.Length ||
                skip_display)
            {
                break;
            }

            dialogText.text = text.Substring(0, current_character++);
            yield return(HushPuppy.WaitForEndOfFrames(speed));
        }

        skip_display    = false;
        text_running    = false;
        dialogText.text = text;
    }
コード例 #4
0
    IEnumerator Collect_Magnet_Cooldown()
    {
        yield return(HushPuppy.WaitForEndOfFrames(30));

        knife_magnet_deployed = false;
    }