IEnumerator DelayedOperations() { s = cam.GetComponent <ProCamera2DTransitionsFX>(); if (trans == true) { // start transition s.TransitionExit(); yield return(new WaitForSeconds(0.5f)); SceneManager.LoadScene(2); /* * gameObject.transform.position = target.transform.position; * yield return new WaitForSeconds(1f); * s.TransitionEnter(); */ } // go back /* * if (Input.GetKey(KeyCode.Z)) * { * gameObject.transform.position = initial.transform.position; * } */ }
void Update() { TransAudio = GetComponent <AudioSource>(); transFX = cam.GetComponent <ProCamera2DTransitionsFX>(); portalcol = gameObject.GetComponent <Collider2D>(); AIcol = AI.GetComponent <Collider2D>(); Hackercol = Hacker.GetComponent <Collider2D>(); DesList = destination.GetComponentsInChildren <Transform>(); // Examine whether ai and hacker are in the portal if (portalcol.IsTouching(AIcol) && portalcol.IsTouching(Hackercol)) { transTime += Time.deltaTime; } // If not set transTime to 0 else { transTime = 0f; } // If transTime >= MaxtransTime ,stop transtime and transport if (transTime >= MaxtransTime && end == false) { transTime = 0f; end = true; StartCoroutine(DelayedTransition(transFX)); } }
// Update is called once per frame void Update() { transFX = cam.GetComponent <ProCamera2DTransitionsFX>(); if (BS == BrainStatus.active && counter == 1) { StartCoroutine(BrainAction(transFX)); } }
// bool able = true; // Use this for initialization void Start() { // get initial reviveFx = Cam.GetComponent <ProCamera2DTransitionsFX>(); hackerHS = hacker.GetComponent <HealthSystem>(); AIHS = AI.GetComponent <HealthSystem>(); hackerPC = hacker.GetComponent <PlayerControl>(); AIPC = AI.GetComponent <PlayerControl>(); DesList = revivePoint.GetComponentsInChildren <Transform>(); }
void Start() { _uiManager = FindObjectOfType <UIManager>(); shakingCamera = FindObjectOfType <ProCamera2DShake>(); transisiCamera = FindObjectOfType <ProCamera2DTransitionsFX>(); DamageTextManager = FindObjectOfType <UltimateTextDamageManager>(); for (int i = 0; i < hitTrigger.Length; i++) { _hitTrigger.Push(hitTrigger[i]); } }
IEnumerator DelayedTransition(ProCamera2DTransitionsFX reviveFX) { // AI and Hacker can't move when transition start AIPC.canControl = false; hackerPC.canControl = false; // wait for start yield return(new WaitForSeconds(1f)); // camera exit reviveFX.TransitionExit(); // wait for transition yield return(new WaitForSeconds(0.5f)); // transition AI.transform.position = DesList[1].position; hacker.transform.position = DesList[2].position; // move moveable blocks if (MoveableBlockFathers != null) { foreach (Transform father in MoveableBlockFathers) { if (father.GetChild(0) != null) { father.GetChild(0).position = father.position; } } } // wait for transition yield return(new WaitForSeconds(0.5f)); // camera enter reviveFX.TransitionEnter(); // AI and Hacker can move when transition end AIPC.canControl = true; hackerPC.canControl = true; AIHS.Revive(1); hackerHS.Revive(1); // able = false; reviveCoroutine = null; }
// Update is called once per frame IEnumerator DelayedTransition(ProCamera2DTransitionsFX transFX) { AudioSource audio = GetComponent <AudioSource>(); // AI and Hacker can't move when transition start AI.GetComponent <PlayerControl>().canControl = false; Hacker.GetComponent <PlayerControl>().canControl = false; // start TransAnim PortalBack.GetComponent <Animator>().SetBool("PortalBackTrans", true); PortalFore.GetComponent <Animator>().SetBool("PortalForeTrans", true); // wait for start yield return(new WaitForSeconds(1f)); audio.Play(); // camera exit // Debug.Log("in"); transFX.TransitionExit(); // wait for transition yield return(new WaitForSeconds(0.5f)); // reset TraansAnim PortalBack.GetComponent <Animator>().SetBool("PortalBackTrans", false); PortalFore.GetComponent <Animator>().SetBool("PortalForeTrans", false); SceneManager.LoadScene(2); // transition /* * AI.transform.position = DesList[1].position; * Hacker.transform.position = DesList[2].position; * * * // wait for transition * yield return new WaitForSeconds(0.5f); * * // camera enter * transFX.TransitionEnter(); * * // AI and Hacker can move when transition end * AI.GetComponent<PlayerControl>().canControl = true; * Hacker.GetComponent<PlayerControl>().canControl = true; * * end = false; */ }
public void LoadScene(string scene) { ProCamera2DTransitionsFX camFX = FindObjectOfType <ProCamera2DTransitionsFX>(); loadInProgress = true; sceneToLoad = scene; PlayerMgr.Instance().UpdatePlayerStatus(false); if (camFX != null) { camFX.OnTransitionExitEnded += AsynchLoadScene; camFX.TransitionExit(); } else { SceneManager.LoadScene(scene); } }
//private float _slower = 0.0f; // Use this for initialization void Start() { SetPlayer(this.gameObject); _boxColliderKaki = ColliderKaki.GetComponent <BoxCollider2D>(); // transisiCamera = FindObjectOfType<ProCamera2DTransitionsFX>(); transisiCamera = Camera.main.GetComponent <ProCamera2DTransitionsFX>(); if (transisiCamera) { transisiCamera.TransitionEnter(); } linearDrag = rigid2D.drag; combo_Sys = Slider_Gayatri.GetComponentInParent <ComboSystem>(); isReflect = false; isFreeze = false; isCrouching = false; }
IEnumerator BrainAction(ProCamera2DTransitionsFX transFX) { counter++; // AI and Hacker can't move when transition start AI.GetComponent <PlayerControl>().canControl = false; Hacker.GetComponent <PlayerControl>().canControl = false; // wait for start yield return(new WaitForSeconds(0f)); // camera exit transFX.TransitionExit(); // wait for transition yield return(new WaitForSeconds(1f)); // load BrainScene SceneManager.LoadScene(targetSceneNum); }
// Use this for initialization void Start() { s = cam.GetComponent <ProCamera2DTransitionsFX>(); }
void Awake() { _transitionFX = Camera.main.GetComponent <ProCamera2DTransitionsFX> (); inTransition = false; }
void Awake() { MainProCamera2DTransitionFX = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <ProCamera2DTransitionsFX>(); gameManager = FindObjectOfType <GameManager>(); }
// Use this for initialization void Start() { ProCamera2DTransitionsFX camFX = FindObjectOfType <ProCamera2DTransitionsFX>(); camFX.TransitionEnter(); }
private void Awake() { audioSource = GetComponent <AudioSource>(); proCamera2DTransitionFx = FindObjectOfType <ProCamera2DTransitionsFX>(); }