private IEnumerator CoStartPrologue() { Mixpanel.Track("Unity/Prologuebattle Start"); StartCoroutine(Widget.Find <Blind>().FadeOut(2f)); ActionCamera.instance.InPrologue = true; AudioController.instance.PlayMusic(AudioController.MusicCode.PrologueBattle); Game.instance.Stage.LoadBackground("Chapter_Prologue"); var go = PlayerFactory.Create(); _player = go.GetComponent <Player>(); _player.Equip(10251001, 10151000); var position = _player.transform.position; position.y = Stage.StageStartPosition; _player.transform.position = position; _player.StartRun(); ActionCamera.instance.ChaseX(_player.transform); _battle = Widget.Find <UI.Battle>(); _battle.ShowForTutorial(); yield return(new WaitForSeconds(2f)); var go2 = EnemyFactory.Create(205007, _player.transform.position, 7f, _player); _fenrir = go2.GetComponent <PrologueCharacter>(); yield return(new WaitUntil(() => 6f > Mathf.Abs(go.transform.position.x - go2.transform.position.x))); _player.ShowSpeech("PLAYER_PROLOGUE_SPEECH"); AudioController.instance.PlaySfx(AudioController.SfxCode.FenrirGrowlCasting); _player.StopRun(); _fenrir.Animator.StandingToIdle(); yield return(new WaitUntil(() => _fenrir.Animator.IsIdle())); yield return(new WaitForSeconds(1f)); Widget.Find <PrologueDialog>().Show(); yield return(new WaitWhile(() => Widget.Find <PrologueDialog>().isActiveAndEnabled)); yield return(StartCoroutine(CoSpawnWave(go))); yield return(StartCoroutine(CoBattle())); yield return(StartCoroutine(CoPrologueEnd())); }
private void OnEnable() { _battle = Widget.Find <UI.Battle>(); UpdateInventoryPosition(); }