// Update is called once per frame void Update() { if (loadGame == true) { if (screenFader.FadeDone()) { SceneManager.LoadScene("Game"); } } if (loadCredits == true) { if (screenFader.FadeDone()) { SceneManager.LoadScene("Credits"); } } }
private void Update() { if (Input.GetKeyDown(KeyCode.Return)) { MainMenu(); } // if the main menu button has been pressed and the screen fader has completely faded to black if (fadeToMenu == true && screenFader.FadeDone() == true) { // load the main menu scene SceneManager.LoadScene("MainMenu"); } }
private void OutroNarrative() { if (screenFader.FadeDone()) { if (narrativeIndex < outroNarrative.Length) { if (typingDone == false) { typingSpeed = outroNarrative[narrativeIndex].textSpeed; dialogue.color = outroNarrative[narrativeIndex].textColor; dialogue.text = TypeDialogue(outroNarrative[narrativeIndex].dialogue); } alpha = dialogue.color.a; } else { alpha -= 1f * Time.deltaTime; if (alpha <= 0f) { alpha = 0f; } Color newColor = new Color(dialogue.color.r, dialogue.color.g, dialogue.color.b, alpha); dialogue.color = newColor; if (alpha <= 0f) { outroNarrativeDone = true; outroNarrativeStart = false; narrativeIndex = 0; // run credits } } if (Input.GetMouseButtonDown(0)) { if (typingDone == true) { narrativeIndex++; typingDone = false; outDialogue = ""; } } } }
private void StartObjective() { // if not skipping the start if (skipStart == false) { // disable player controls fpsController.enabled = false; // if intro narrative is done and the screen has faded in if (narrativeDialogue.IntroNarrativeDone() && screenFader.FadeDone()) { // if the timer until the start of the first mission is done if (Timer(ref timer, startToFirstMissionTime, false)) { // start the objective dialogue objectiveDialogue.SetActive(true); // if objective dialogue is true, update it's UI if (objectiveDialogue.activeInHierarchy == true) { handlerUI.UpdateObjectiveDialogue("OBJECTIVE UPDATED", objectives[0]); } } // if the timer has reached 4 seconds if (Timer(ref timer, 4f, true)) { // set objective dialogue to false change objective state and enable player controls objectiveDialogue.SetActive(false); currentObjectiveState = ObjectiveState.ManagerOffice; fpsController.enabled = true; } } // start the intro narrative narrativeDialogue.StartIntroNarrative(); } else { currentObjectiveState = ObjectiveState.ManagerOffice; fpsController.enabled = true; } }