public void LadderStart(GameObject hero, GameObject ladder) { this.hero = hero; this.ladder = ladder; wordDisplay.StartDisplay(OnTextCompleted, timerLength: 0f); string[] splitString = encouragements.GetPhrase().Split(null); encouragePhrase = new List <string>(splitString); ladderState = LadderStates.InputSetup; }
public void FloorTransition() { BlackScreen blackScreenComp = blackScreen.GetComponent <BlackScreen>(); ladderState = LadderStates.Transition; StartCoroutine(blackScreenComp.FadeToBlack(0.5f, 0.0f)); StartCoroutine(blackScreenComp.FadeFromBlack(0.5f, 1.0f)); Invoke("NextFloor", 1.0f); string floorText = "Floor " + (GameObject.Find("TowerManager").GetComponent <LevelManager>().currentFloor + 1).ToString(); // floor + 1 because NextFloor gets called too late. StartCoroutine(blackScreenComp.FadeInText(floorText, 0.5f, 1.5f)); StartCoroutine(blackScreenComp.FadeOutText(0.5f, 2.5f)); }
public void OnTextCompleted(int wordLength) { if (encouragePhrase.Count > 0) { wordDisplay.NewText(ladder.transform, encouragePhrase[0]); encouragePhrase.RemoveAt(0); } else { wordDisplay.StopDisplay(); ladderState = LadderStates.ClimbingLadder; hero.GetComponent <moveCharacter>().Climb(); } }
void Update() { switch (ladderState) { case LadderStates.InputSetup: wordDisplay.NewText(ladder.transform, encouragePhrase[0]); encouragePhrase.RemoveAt(0); ladderState = LadderStates.TakingInput; break; default: break; } }
void Start() { wordDisplay = GetComponent <WordDisplay>(); ladderState = LadderStates.Away; encouragements = new EncouragementsList(); }