private void Start() { player = FlameKeeper.Get().levelController.GetPlayer(); particleSystems = new List <ParticleSystem>(GetComponentsInChildren <ParticleSystem>()); WhiteOutBehaviour whiteOutBehaviour = whiteOutAnimator.GetBehaviour <WhiteOutBehaviour>(); whiteOutBehaviour.totemController = this; WhiteInBehaviour whiteInBehaviour = whiteOutAnimator.GetBehaviour <WhiteInBehaviour>(); whiteInBehaviour.totemController = this; if (startWhite) { whiteOutAnimator.SetBool("StartWhite", true); whiteOutAnimator.SetBool("WhiteIn", false); whiteOutAnimator.SetBool("WhiteOut", true); player.DisableInput(); if (!FlameKeeper.Get().levelController.CutscenesDisabled() && startingCutscene != null && startingCamera != null) { startingCamera.Priority = 100; // Start on the cutscene camera, but don't play it just yet } } foreach (ParticleSystem particleSystem in particleSystems) { particleSystem.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); } }
private void OnTriggerEnter(Collider other) { FlameKeeper.Get().dataminingController.StopTrackingScene(); if (other.CompareTag(StringConstants.Tags.Player)) { player.DisableInput(); player.MoveToPoint(endPoint.position, OnPlayerFinishMove); } }
IEnumerator Freeze() { yield return(new WaitForSeconds(0.1f)); player = FlameKeeper.Get().levelController.GetPlayer(); player.DisableInput(); yield return(new WaitForSeconds(duration)); player.EnableInput(); }
IEnumerator OnFinish() { player.DisableInput(); foreach (UnityEvent events in eventsToPlay) { if (events != null) { events.Invoke(); } } yield return(new WaitForSeconds(waitTime)); foreach (UnityEvent events in eventsToPlayOnCutsceneEnd) { if (events != null) { events.Invoke(); } } player.GetComponent <PlayerControllerSimple>().EnableInput(); }
void Start() { shouldTransitionIn = !FlameKeeper.Get().levelController.CutscenesDisabled(); player = FlameKeeper.Get().levelController.GetPlayer(); TutorialFadeStateBehaviour tutorialFadeBehaviour = fadeInAnimator.GetBehaviour <TutorialFadeStateBehaviour>(); tutorialFadeBehaviour.tutorialTransition = this; if (!shouldTransitionIn) { overlayImage.color = Color.clear; fadeInAnimator.SetBool("Skip", true); } else { overlayImage.color = Color.black; player.DisableInput(); startingCamera.Priority = 100; // Start on the cutscene camera, but don't play it just yet fadeInAnimator.SetBool("Start", true); } }