public override void DeactivateState(GameStateScript mgr) { StopAllCoroutines(); damageCanvas.ResetDamagePermanent(); uiFader.Fade(0, 0, EasingFunctions.TYPE.Out); GetComponent<AudioSource>().Stop(); }
private IEnumerable<YieldInstruction> fade(GameStateScript mgr) { uiFader.Fade(1, fadeDuration, EasingFunctions.TYPE.In); yield return new WaitForSeconds(fadeDuration + stayDuration); uiFader.Fade(0, fadeDuration, EasingFunctions.TYPE.Out); mgr.ChangeState(FindObjectOfType<PlayState>()); }
private IEnumerable<YieldInstruction> simulate(GameStateScript mgr) { FadeToBlack(); PlayKillSound(); yield return new WaitForSeconds(18); ShowCredits(); yield return new WaitForSeconds(CreditsDuration); Hide(); yield return new WaitForSeconds(4); mgr.ChangeState(playState); }
IEnumerable<YieldInstruction> simulate(GameStateScript mgr) { uiFader.Fade(1, 0f, EasingFunctions.TYPE.Out); textFader.Fade(0, 0f, EasingFunctions.TYPE.Out); textFader.Fade(1, 1, EasingFunctions.TYPE.In); yield return new WaitForSeconds(1); while (!Input.GetKey(KeyCode.S)) yield return null; uiFader.Fade(0, 3f, EasingFunctions.TYPE.Out); yield return new WaitForSeconds(3); mgr.ChangeState(PlayState); //GameStateManager.PlayerScript.SoundScript.PlayDinnerTime(); }
IEnumerable<YieldInstruction> fade(GameStateScript mgr) { GetComponent<AudioSource>().Play(); //Hack //EndGameCanvas.gameObject.SetActive(false); damageCanvas.ShowDamagePermanent(); uiFader.Fade(1, fadeDuration, EasingFunctions.TYPE.In); yield return new WaitForSeconds(fadeDuration); yield return new WaitForSeconds(stayDuration); checkpointingScript.RestoreCheckpoint(); damageCanvas.ResetDamagePermanent(); mgr.ChangeState(playState); uiFader.Fade(0, fadeDuration, EasingFunctions.TYPE.Out); }
public void Start() { if (instance != null && instance != this) throw new InvalidOperationException(); instance = this; }
public override void ActivateState(GameStateScript mgr) { StartCoroutine(fade(mgr).GetEnumerator()); }
public override void DeactivateState(GameStateScript mgr) { StopAllCoroutines(); uiFader.Fade(0, 3f, EasingFunctions.TYPE.Out); }
public abstract void ActivateState(GameStateScript mgr);
public override void DeactivateState(GameStateScript mgr) { mgr.PauseGameSimulation(); CrossHair.Hide(); }
public override void ActivateState(GameStateScript mgr) { mgr.ContinueGameSimulation(); CrossHair.Show(); }
public override void DeactivateState(GameStateScript mgr) { StopAllCoroutines(); Hide(); GetComponent<AudioSource>().Stop(); }