/// <summary> /// Method called by the UIController (have a look to the UIController GameObject editor, in the "On UI Anim Out End". /// </summary> public void DOStart() { #if VS_SHARE VSSHARE.DOHideScreenshotIcon(); #endif InputTouch.OnTouched += OnTouched; if (dotUpBlue.position.x <= 0.01f && dotUpBlue.position.x >= -0.01f) { currentColorUp = DotColor.Blue; currentColorDown = DotColor.Pink; } else { currentColorUp = DotColor.Pink; currentColorDown = DotColor.Blue; } player.GetComponent <DotBase>().SetColor(currentColorUp); isStarted = true; isGameOver = false; StopAllCoroutines(); point = 0; player.DOMoveY(dotUpPink.position.y - decal, timeToMoveFromTopToBottom / 2f).SetEase(Ease.Linear).OnComplete(DOMovePlayer); }
public void OnClickedStart() { #if VS_SHARE VSSHARE.DOHideScreenshotIcon(); #endif PlaySoundFX_Start(); player.EnableShadows(false); player.DOActivate(); Camera.main.transform.parent = null; var savePos = player.transform.position; player.transform.position = savePos + Vector3.up * 10; #if AADOTWEEN player.transform.DOMove(savePos, 1) .SetEase(Ease.OutBounce) .OnComplete(() => { Camera.main.transform.parent = player.transform; DOPlayerMove(); player.EnableShadows(true); }); #endif }
public void OnclickedPlay() { Application.targetFrameRate = 60; GC.Collect(); Time.fixedDeltaTime = 1f / 60f; Time.maximumDeltaTime = 3 * Time.fixedDeltaTime; success = false; canShoot = true; isGameOver = false; LaunchRotateCircle(); foreach (SpriteRenderer s in allSprites) { s.color = BackgroundColor; #if AADOTWEEN s.DOColor(DotColor, 0.3f) .SetEase(Ease.Linear); #endif } #if VS_SHARE VSSHARE.DOHideScreenshotIcon(); #endif }
/// <summary> /// Method to shoot the first dot and moving the other. This method check if the list of dots to shoot is empty or not. If the list is empty, this method triggered the success for this level. /// </summary> void ShootDot(DotManager d) { playerCanShoot = false; StopCoroutine("PositioningDots"); StopCoroutine("MoveStartPositionDot"); d.GetComponent <Collider2D>().enabled = true; soundManager.PlaySoundBeep(); Dots.Remove(d); PositioningDotsToShoot(); d.GetComponent <Collider2D>().enabled = true; d.transform.position = new Vector3(0, -positionTouchBorder + (-0 - 2) * sizeDot, 0); d.transform.DOKill(); d.transform.DOMoveY(-positionTouchBorder, 0.1f).SetEase(Ease.Linear) .OnUpdate(() => { playerCanShoot = false; if (isGameOver) { DOTween.Kill(d.transform); } }) .OnComplete(() => { d.ActivateLine(); d.transform.parent = CircleBorder; playerCanShoot = true; if (Dots.Count == 0 && !isGameOver) { isSuccess = true; } if (isSuccess && !isGameOver) { AnimationCameraSuccess(); } PositioningDotsToShoot(); }); #if VS_SHARE VSSHARE.DOHideScreenshotIcon(); #endif }
public void HideVerySimpleShare() { #if VS_SHARE VSSHARE.DOHideScreenshotIcon(); #endif }