public void ZeroRadarUse() { CameraRadarHazard.SetActive(false); CameraViveRadar.SetActive(false); useRadar = 0; eHazardLevel _level = eHazardLevel.medium; if (TrainingStateManager.Instance != null) { _level = TrainingStateManager.Instance.GetCurrentLevel(); } switch (_level) { case eHazardLevel.easy: // HazardInfo.Instance.LimitRadar.text = useRadar.ToString() + " / " + limitEasy.ToString(); HazardInfo.Instance.LimitRadar.text = (limitEasy - useRadar).ToString(); break; case eHazardLevel.medium: // HazardInfo.Instance.LimitRadar.text = useRadar.ToString() + " / " + limitMedium.ToString(); HazardInfo.Instance.LimitRadar.text = (limitMedium - useRadar).ToString(); break; case eHazardLevel.hard: // HazardInfo.Instance.LimitRadar.text = useRadar.ToString() + " / " + limitHard.ToString(); HazardInfo.Instance.LimitRadar.text = (limitHard - useRadar).ToString(); break; } // HazardInfo.Instance.LimitRadar.text = useRadar.ToString(); }
public void SetNewTraininigState(eHazardLevel _level) { DeactivateCurrentChapter(); trainingChapter.SetActive(true); EmergencySituation.SetActive(true); TrainingStateManager.Instance.SetNewState(CurrentEmergency, _level); }
public void SetNewState(eTrainingState _state, eHazardLevel _level) { currentLevel = _level; UIController.Instance.FadeEffectController.ScreenTransition(0); RestartState(); HazardItemsManager.Instance.ActivateAllItems(currentLevel); StopCoroutine("CreateNewState"); switch (_state) { case eTrainingState.Normal: StartCoroutine("CreateNewState", new NormalTrainingState()); break; case eTrainingState.Fire: StartCoroutine("CreateNewState", new FireTrainingState()); break; case eTrainingState.OilSpill: StartCoroutine("CreateNewState", new OilSpillTrainingState()); break; case eTrainingState.Evacuation: StartCoroutine("CreateNewState", new EvacuateTrainingState()); break; } }
private IEnumerator AnimatedShowRadar(Transform _radar) { canShouwRadar = false; eHazardLevel _level = TrainingStateManager.Instance.GetCurrentLevel(); bool isContinue = true; int limit = -1; switch (_level) { case eHazardLevel.easy: limit = limitEasy; break; case eHazardLevel.medium: limit = limitMedium; break; case eHazardLevel.hard: limit = limitHard; break; } if (useRadar > limit - 1) { isContinue = false; } if (isContinue) { useRadar++; //HazardInfo.Instance.LimitRadar.text = useRadar.ToString() + " / " + limit; HazardInfo.Instance.LimitRadar.text = (limit - useRadar).ToString(); _radar.gameObject.SetActive(true); _radar.transform.localScale = new Vector3(0.05f, .03f, 1); yield return(new WaitForSeconds(0.1f)); for (float x = 0; x <= 1; x += 0.08f) { _radar.transform.localScale = new Vector3(x, .03f, 1); yield return(new WaitForSeconds(0.01f)); } yield return(new WaitForSeconds(0.1f)); for (float y = 0; y <= 1; y += 0.1f) { _radar.transform.localScale = new Vector3(1, y, 1); yield return(new WaitForSeconds(0.01f)); } yield return(new WaitForSeconds(longRadar)); for (float y = 1; y >= 0; y -= 0.1f) { _radar.transform.localScale = new Vector3(y, y, 1); yield return(new WaitForSeconds(0.01f)); } } _radar.gameObject.SetActive(false); canShouwRadar = true; }
public void RepeateScene() { if (trainingChapter.activeInHierarchy) { eHazardLevel _currentSLevel = TrainingStateManager.Instance.GetCurrentLevel(); SetNewTraininigState(_currentSLevel); } else if (ExplosivesBunkerSafety.activeInHierarchy) { SetNewExplosivesBunkerSafety(); } else { NextScene(); } }
public void ActivateAllItems(eHazardLevel _level) { currentFoundItem = 0; isTimer = true; timer = 0; int lenght = Items.Length; switch (_level) { case eHazardLevel.easy: maxItems = lenght / 3; break; case eHazardLevel.medium: maxItems = lenght / 2; break; case eHazardLevel.hard: maxItems = lenght; break; } HazardInfo.Instance.Content.SetActive(true); // HazardInfo.Instance.TextProggres.text = "0 / " + maxItems.ToString(); // HazardInfo.Instance.TextProggres.text = currentFoundItem.ToString() + " / " + maxItems.ToString(); HazardInfo.Instance.TextProggres.text = (maxItems - currentFoundItem).ToString(); List <int> numbers = new List <int>(); for (int i = 0; i < maxItems; i++) { int _random = Random.Range(0, lenght); if (!numbers.Contains(_random)) { numbers.Add(_random); Items[_random].gameObject.SetActive(true); } else { i--; } } }
void SelectedHard() { SelectedOtline.transform.position = hard.transform.position; currentLevel = eHazardLevel.hard; }
void SelectedNormal() { SelectedOtline.transform.position = normal.transform.position; currentLevel = eHazardLevel.medium; }
void SelectedEasy() { SelectedOtline.transform.position = easy.transform.position; currentLevel = eHazardLevel.easy; }