public static TweenRotation ResetTween(TweenRotation twn) { #if USE_UI_NGUI_3 twn.ResetToBeginning(); #else twn.Reset(); #endif return(twn); }
private void SetType(int type) { SetAllDisable(); switch (type) { case 1: SoundManager.PlaySound("Enhanced_enemyimpact1.ogg"); m_jinzhanatk.SetActive(true); break; case 2: SoundManager.PlaySound("Enhanced_enemyimpact2.ogg"); m_yuanchengatk.SetActive(true); break; case 3: SoundManager.PlaySound("LaserMine_Explode.ogg"); m_gongchengatk.SetActive(true); break; case 4: SoundManager.PlaySound("Enhanced_enemyimpact3.ogg"); m_anshaatk.SetActive(true); break; case 5: SoundManager.PlaySound("Enhanced_enemyimpact1.ogg"); m_stjinzhanatk.SetActive(true); break; case 6: SoundManager.PlaySound("Enhanced_enemyimpact2.ogg"); m_styuanchengatk.SetActive(true); break; case 7: SoundManager.PlaySound("Launch_1.ogg"); m_toweratk.SetActive(true); break; case 8: //hit m_hit.SetActive(true); m_hitScale.Reset(); m_hitAlpha.Reset(); m_hitRot.Reset(); m_hitScale.Play(true); m_hitAlpha.Play(true); m_hitRot.Play(true); break; default: break; } }
void ResetTimer(float amount = -1.0f) { //Set the timer amount if one is applied. if (amount != -1.0f) { TweenTimer.duration = amount; } TweenTimer.Reset(); TweenTimer.Play(true); }
void OnTimerDone() { // Debug.Log("ON TIMER!"); //If this is set to true when timer is done. if (gamereviewtrigger) { //Lets play the game review music here... sure... AudioPlayer.GetPlayer().PlayAudioClip(GameReviewMusic); } if (curState == state.Present && !PPSButton.gameObject.activeSelf) { PPSButton.gameObject.SetActive(true); ScoreButtonIntro.Reset(); ScoreButtonIntro.Play(true); Animal.gameObject.SetActive(true); if (IncommingPPS) { AudioPlayer.GetPlayer().PlaySound(IncommingPPS); } presented = true; //Set the game review and timer gamereviewtrigger = true; float t = AudioPlayer.GetPlayer().RemainingTime; ResetTimer(t); //Debug.LogError("Track change timer set :" + t.ToString()); } //Close the curtains here. if (curState == state.GameOver) { curState = state.CloseCurtain; //Hide the hud. ActivityManager.Instance.ToggleHud(false); //Pull curtain ActivityManager.Instance.PullCurtain(); //Pause the game ToyBox.GetPandora().TimePaused = true; ResetTimer(localDuration * 2.0f); } //This is when we finish displaying the game over sign. if (curState == state.CloseCurtain) { GameOverWindow.SetWindowAlpha(0.0f); GameOverWindow.ToggleWindowOff(); PhasesCountWindow.ToggleWindowOn(); //BG.ToggleWindowOn(); curState = state.Count; //Set the tween animation for badges. BadgesGridTween.Reset(); ResetTimer(localDuration); } if (curState == state.Scores) { switch (ScoresState) { //Present coins. case 0: { MoneyLabel.alpha = 1.0f; MoneyTween.Reset(); MoneyTween.Play(true); AudioPlayer.GetPlayer().PlayMenuSFX(AudioPlayer.MenuSFX.CashRegister); break; } //Present score case 1: { ScoreLabel.alpha = 1.0f; PointsTween.Reset(); PointsTween.Play(true); AudioPlayer.GetPlayer().PlayMenuSFX(AudioPlayer.MenuSFX.SlotSelect); break; } //Present Bonus case 2: { BonusLabel.alpha = 1.0f; BonusTween.Reset(); BonusTween.Play(true); AudioPlayer.GetPlayer().PlayMenuSFX(AudioPlayer.MenuSFX.SlotSelect); break; } default: { break; } } ScoresState++; if (ScoresState > 3) { curState = state.Present; ResetTimer(localDuration); return; } //Resetting the timer after being displayed. ResetTimer(); return; } if (curState == state.Count) { int index = 0; foreach (FUIPhaseResultObject badge in _resultList) { //If we hit a badge with null data then we are finished and change state. //Testing, should be a test if there is valid phase data. if (badge.PhaseData == null) { curState = state.Scores; //Play animation and sound effects. BadgesGridTween.Play(true); AudioPlayer.GetPlayer().PlayMenuSFX(AudioPlayer.MenuSFX.SlotPushed); //Turn on windows here. PhasesCountWindow.ToggleWindowOn(); BG.ToggleWindowOn(); ResetTimer(); return; } if (!badge.gameObject.activeSelf) { //Repositioning on the start too aparently... panel.ResetPosition(); //Else we will activate the current object, reset the timer, and return from the function. badge.gameObject.SetActive(true); //Repositioning EndGameTable.Reposition(); panel.ResetPosition(); //Resetting the timer after being displayed. ResetTimer(); if (IncommingPhase) { AudioPlayer.GetPlayer().PlaySound(IncommingPhase); } return; } index++; } } }
// Update is called once per frame void Update() { //Grab data from GOT int newmultiplier = GameObjectTracker.GetGOT().GetMultiplier(); int newGems = GameObjectTracker.instance.GetGemsCollected(); float alpha = GameObjectTracker.GetGOT().GetComboAlpha(); //Set the bank amount. float gemcount = (float)newGems; gemcount = gemcount / 100.0f; string gemFormat = string.Format("{0:C}", gemcount); Bank.text = gemFormat; //Set the phase icon. //CurrentPhaseIcon.spriteName = GameObjectTracker.GetGOT().Game if (alpha < CloseBuffer && visible) { // Debug.LogError("alpha: " + alpha); MyAnimation.Play(false); visible = false; } if (newmultiplier == 0) { //Set previous multiplier. prevMultiplier = 0; //If we are visible play our animation //Dont process any more. return; } //Turn out counter if we go past 0 and is not visible. if (alpha > CloseBuffer && !visible) { //MyAnimation.Reset(); MyAnimation.Play(true); visible = true; } //If we are changed then trigger counter pop. if (newmultiplier > prevMultiplier) { Counter.text = newmultiplier.ToString(); //Set the shadow PrevCounter.text = Counter.text; CounterPop.Reset(); CounterPop.Play(true); } //Update gem colleciton if (newGems != prevGems) { //Format collect amount text to money. float collect = (float)newmultiplier; collect = collect / 100.0f; string collectCount = string.Format("+{0:C}", collect); //Set the text CollectCount.text = collectCount; //CollectCount.alpha = 1.0f; CollectAnimation.Reset(); CollectAnimation.Play(true); //AlphaAni.Reset(); AlphaAni.Play(true); BankAnimation.Reset(); BankAnimation.Play(true); prevGems = newGems; } //Fill up the outline! Outline.fillAmount = alpha; Outline.color = Color.Lerp(Color.red, Color.white, alpha); Quaternion qrot = Quaternion.identity; float ClockAngle = Mathf.Lerp(359, 0, alpha); qrot = Quaternion.AngleAxis(ClockAngle, Vector3.forward); //ClockBigHand. ClockBigHand.transform.localRotation = qrot; //Update the muliplier. int currentMultiplierModifier = GameObjectTracker.instance.Game.GetCurrentMultiplierModifier(); Multiplier.text = "x" + currentMultiplierModifier; // we dont want to show a x0 for gameover if (currentMultiplierModifier == 0) { //MyAnimation.Reset(); //MyAnimation.Play(false); } //Set prev multiplier prevMultiplier = newmultiplier; }