// Use this for initialization void Start() { InputControl.ClearControlMappings(); AssignIntroInputs(); points = 0; followerVoice.Pause(); player.GetComponent <AudioSource> ().Pause(); }
void EndGame() { currentState = State.ENDGAME; HLG_UI.instance.ShowEndGame(points); InputControl.ClearControlMappings(); AssignEndInputs(); }
void StartGame() { InputControl.ClearControlMappings(); player.StartGame(); dialog.SelectFollowerConversation(); HLG_UI.instance.HideFollowerTextBubble(); HLG_UI.instance.HidePlayerTextBubble(); Invoke("StartFollowerConversation", 2.0f); currentState = State.PLAYING; }
void StartIntro(MonoBehaviour comp) { InputControl.ClearControlMappings(); dialog.SelectIntro(); HLG_UI.instance.HideIntro(); HLG_UI.instance.ShowPlayerTextBubble(dialog.GetCurrentIntroLine()); HLG_UI.instance.UpdateAwkwardMultiLabel(1.0f); HLG_UI.instance.SetAwkwardMeterFill(0.0f); lineTimer = lineDelay; currentState = State.INTRO; crowdAudio.PlayOneShot(HLG_SoundManager.instance.menuSound); // iTween.ShakeScale (HLG_UI.instance.awkwardMeter, iTween.Hash ("amount", new Vector3(.10f, .10f, 0.0f), // "islocal", true, "time", .25f, "looptype", iTween.LoopType.pingPong)); }