コード例 #1
0
    void Start()
    {
        startTime = Time.time;

        hidingSpots.AddRange(GameObject.FindGameObjectsWithTag(hidingSpotName));

        float ci = 0;

        foreach (GameObject go in hidingSpots)
        {
            spriteFadeInOut cover = go.GetComponent <spriteFadeInOut>();
            cover.fade  = 0;
            cover.run   = true;
            cover.blink = true;
            cover.speed = 2;
            cover.fade  = ci / hidingSpots.Count;
            ci++;
        }

        pc = GameObject.Find("Player").GetComponent <PlayerController>();

        for (int i = 0; i < moveButtonNames.Length; i++)
        {
            moveButtons[i] = GameObject.Find(moveButtonNames[i]).GetComponent <spriteFadeInOut>();
        }
        pickupButton   = GameObject.Find(pickupButtonName).GetComponent <spriteFadeInOut>();
        stoveButton    = GameObject.Find(stoveButtonName).GetComponent <spriteFadeInOut>();
        stoveHotButton = GameObject.Find(stoveHotButtonName).GetComponent <spriteFadeInOut>();
        eggButton      = GameObject.Find(eggButtonName).GetComponent <spriteFadeInOut>();
    }
コード例 #2
0
    public void prep()
    {
        GameObject.Find("Player").GetComponent <PlayerController>().enabled   = true;
        GameObject.Find("FlyManager").GetComponent <FlyManager>().enabled     = true;
        GameObject.Find("Foreground").GetComponent <SpriteRenderer>().enabled = true;
        spriteFadeInOut spr = GameObject.Find("Foreground").GetComponent <spriteFadeInOut>();

        spr.fade   = 1;
        spr.fadeIn = false;
        spr.run    = true;
    }
コード例 #3
0
ファイル: reloadScene.cs プロジェクト: LordDz/birb
    void Update()
    {
        if (reloadEnabled)
        {
            if (!showResetButton && Time.time > reloadEnabledTime + resetButtonDisplayDelay)
            {
                resetButton.GetComponent <spriteFadeInOut>().fadeIn = true;
                showResetButton = true;
            }

            if (reloadEnabled && userInitiateReloadTime > 0)
            {
                if (!startFading && Time.time > userInitiateReloadTime + buttonPressDelay)
                {
                    foreground.GetComponent <SpriteRenderer>().enabled = true;
                    spriteFadeInOut spr = foreground.GetComponent <spriteFadeInOut>();
                    spr.fade    = 0;
                    spr.fadeIn  = true;
                    spr.run     = true;
                    startFading = true;
                }
                if (Time.time > userInitiateReloadTime + buttonPressDelay + fadeDelay)
                {
                    SceneManager.LoadScene(SceneManager.GetActiveScene().name);
                }
            }

            //Don't wait for button to render, allow user to reset regardless
            if (userInitiateReloadTime < 0)
            {
                if (Input.GetButtonUp("Action"))
                {
                    userInitiateReloadTime = Time.time;
                }
            }
        }
    }
コード例 #4
0
    void Update()
    {
        isOnEgg = pc.tutorialIsOnOrTransitioningToEgg;
        bool isCarryingHotTowel = false;

        if (pc.itemInHand)
        {
            hasCarriedTowel = true;
            isCarryingTowel = true;

            isCarryingHotTowel = pc.itemInHand.GetHeat() > 0;             //Essentially we're always carrying a hot towel after it's been heated.. but whatevs.
            if (isCarryingHotTowel)
            {
                hasCarriedHotTowel = true;
            }
        }
        else
        {
            isCarryingTowel = false;
        }
        if (pc.tutorialIsCovered)
        {
            hidingSpotVisited = true;
        }


        //Fetch it here since it might not available during Start()
        if (jumpButton == null)
        {
            jumpButton = GameObject.Find(jumpButtonName).GetComponent <spriteFadeInOut>();
        }

        elapsed = Time.time - startTime;

        float moveButtonsDelay = 0.0f;

        if (elapsed > moveButtonsDelay)
        {
            for (int i = 0; i < moveButtons.Length; i++)
            {
                if (elapsed > moveButtonsDelay + i * 0.1f)
                {
                    moveButtons[i].fadeIn = !moveButtonsPressed;
                }

                float tresh = 0.1f;
                if (Mathf.Abs(Input.GetAxis("Horizontal")) > tresh || Mathf.Abs(Input.GetAxis("Vertical")) > tresh)
                {
                    moveButtonsPressed = true;
                }
            }
        }

        //Egg
        if (moveButtonsPressed)
        {
            jumpButton.fadeIn = !jumpedOnEgg && !isCarryingTowel;

            if (pc.tutorialHasSatOnEgg == true)
            {
                if (!jumpedOnEgg)
                {
                    carriedTowelBeforeJumpinOnEgg = hasCarriedTowel;
                }
                jumpedOnEgg = true;
            }
        }

        //Towel on ground
        if (jumpedOnEgg && !carriedTowelBeforeJumpinOnEgg)
        {
            pickupButton.fadeIn = !itemPickedUp && !isOnEgg;
            if (pc.itemInHand)
            {
                itemPickedUp = true;
            }
        }



        //Stove
        if ((isCarryingTowel || hasCarriedTowel))
        {
            stoveButton.fadeIn = !placedOnStove && isCarryingTowel;
            if (pc.tutorialHasPlacedTovelOnStove)
            {
                placedOnStove = true;
            }
        }

        //Placed on stove
        if (placedOnStove)
        {
            stoveHotButton.fadeIn = !hasCarriedHotTowel && !isOnEgg;
        }

        //Egg
        if ((isCarryingHotTowel | hasCarriedHotTowel))
        {
            bool droppedTowelBlink = (Time.time * 4) % 2 > 1;
            eggButton.fadeIn = !placedOnEgg && (isCarryingHotTowel?true:droppedTowelBlink) && !isOnEgg;
            if (pc.tutorialHasPlacedHeatedTovelOnEgg)
            {
                placedOnEgg = true;
            }
        }


        /*
         * Actually, never mind... the heat doesn't really drop to zero, so this is pretty futile,
         * beside, it seems buggy, let's just keep the way it is for now.
         *
         * // If we've carried a hot towel at one point, are carrying a towel, but it isn't hot any more,
         * // and we haven't placed it on the egg, then reset stuff back to the stove
         * if(hasCarriedHotTowel&&!isCarryingHotTowel&&isCarryingTowel&&!placedOnEgg)
         * {
         *      pc.tutorialHasPlacedTovelOnStove=false;
         *      placedOnStove=false;
         *      hasCarriedHotTowel=false;
         * }
         */

        if (hidingSpotVisited && !hidingSpotDone)
        {
            foreach (GameObject go in hidingSpots)
            {
                spriteFadeInOut cover = go.GetComponent <spriteFadeInOut>();

                cover.blink = false;
                cover.fade  = 1;
                cover.run   = false;
            }

            hidingSpotDone = true;
        }

        //Turn off self if we are done
        if (hidingSpotDone && placedOnEgg)
        {
            enabled = false;
        }
    }
コード例 #5
0
ファイル: hightlightActionButton.cs プロジェクト: LordDz/birb
 void Start()
 {
     initialPos = transform.localPosition;
     spriteFade = gameObject.GetComponent <spriteFadeInOut>();
     sprite     = gameObject.GetComponent <SpriteRenderer>();
 }