//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* Derived Method: Update
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    void Update()
    {
        switch (m_eTransitionPhase)
        {
        case TransitionPhase.OPEN:
        {
            if (m_aeOpenEffect.UpdateAnimation())
            {
                m_aeOpenEffect.Reset();
                OnOpen();
            }
            break;
        }

        case TransitionPhase.CLOSE:
        {
            if (m_aeClosedEffect.UpdateAnimation())
            {
                m_aeClosedEffect.Reset();
                OnClose();
            }
            break;
        }
        }
    }
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: Update Settings Menu Transition
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private void UpdateSettingsMenuTransition()
    {
        // Wait For Settings Menu to close before making it disappear.
        if (!SettingsMenuManager.Opened)
        {
            if (m_bFadeinResults)
            {
                if (m_rSettingsMenuAE.UpdateAnimation(m_fRevealAnimationSpeed))
                {
                    m_rSettingsMenuAE.Reset();
                    m_eTransitionPhase = TransitionPhase.BACKGROUND_PAGE;
                    m_sprPageBackground.gameObject.SetActive(true);

                    m_goSettingsMenu.GetComponent <Button_ForceSceneObjectDisappear>().enabled = false;                    // There's nothing to disable/disappear, Buddy!
                    m_goSettingsMenu.SetActive(false);
                }
            }
            else
            {
                if (m_rSettingsMenuAE.ReverseUpdate(m_fDisappearAnimationSpeed))
                {
                    m_rSettingsMenuAE.Reset();
                    OnFadeout();
                }
            }
        }
    }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Start Animation
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 protected virtual void UpdateStartAnimation()
 {
     if (m_aeStartAnimation.UpdateAnimation())
     {
         m_aeStartAnimation.Reset();
         m_eAnimationPhase = AnimationPhase.LOOPING;
     }
 }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Start Animation
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateStartAnimation()
 {
     if (m_aeStartAnimation.UpdateAnimation())
     {
         m_aeStartAnimation.Reset();
         m_eAnimationPhase = AnimationPhase.LOOPING;
     }
 }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update End Animation
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateEndAnimation()
 {
     if (m_aeEndAnimation.UpdateAnimation())
     {
         m_aeEndAnimation.Reset();
         m_eAnimationPhase = AnimationPhase.WAIT;
     }
 }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update End Animation
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 protected virtual void UpdateEndAnimation()
 {
     if (m_aeEndAnimation.UpdateAnimation())
     {
         m_aeEndAnimation.Reset();
         m_eAnimationPhase = AnimationPhase.WAIT;
         OnAnimationEnd();
     }
 }
예제 #7
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 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* Derived Method: Update
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 void Update()
 {
     if (m_oFadeAwayAnimation.UpdateAnimation())
     {
         DisableDialoguePopup();
     }
     else
     {
         TextOpacity = (1.0f - m_oFadeAwayAnimation.CompletionPercentage);
     }
 }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Joko's Instruments Display Transition
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateJokosInstrumentsDisplayTransition()
 {
     if (m_bFadeinResults)
     {
         if (m_rJokosInstrumentDisplayAE.UpdateAnimation(m_fRevealAnimationSpeed))
         {
             m_rJokosInstrumentDisplayAE.Reset();
             m_eTransitionPhase = TransitionPhase.DESCRIPTION_TEXT;
         }
     }
     else
     {
         if (m_rJokosInstrumentDisplayAE.ReverseUpdate(m_fDisappearAnimationSpeed))
         {
             m_rJokosInstrumentDisplayAE.Reset();
             m_eTransitionPhase = TransitionPhase.BACKGROUND_PAGE;
             m_sprJokosInstrumentDisplay.gameObject.SetActive(false);
         }
     }
 }
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Background Page Transition
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateBackgroundPageTransition()
 {
     if (m_bFadeinResults)
     {
         if (m_rPageBackgroundAE.UpdateAnimation(m_fRevealAnimationSpeed))
         {
             m_rPageBackgroundAE.Reset();
             m_eTransitionPhase = TransitionPhase.JOKOS_INSTRUMENTS_DISPLAY;
             m_sprJokosInstrumentDisplay.gameObject.SetActive(true);
         }
     }
     else
     {
         if (m_rPageBackgroundAE.ReverseUpdate(m_fDisappearAnimationSpeed))
         {
             m_rPageBackgroundAE.Reset();
             m_eTransitionPhase = TransitionPhase.SETTINGS_MENU;
             m_goSettingsMenu.SetActive(true);
             m_sprPageBackground.gameObject.SetActive(false);
         }
     }
 }
예제 #10
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 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Unlocked Items Notification
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateUnlockedItemsNotification()
 {
     if (m_bFadeinResults)
     {
         if (m_rUnlockedItemsNotifierAE.UpdateAnimation())
         {
             m_rUnlockedItemsNotifierAE.Reset();
             m_rUnlockedItemsNotifierBounceAE.enabled = true;
             m_eTransitionPhase = TransitionPhase.RESULTS_BUTTONS;
         }
     }
     else
     {
         if (m_rUnlockedItemsNotifierAE.ReverseUpdate())
         {
             m_rUnlockedItemsNotifierAE.Reset();
             m_rUnlockedItemsNotifierBounceAE.enabled = false;
             m_rUnlockedItemsNotifierBounceAE.gameObject.SetActive(false);
             m_eTransitionPhase = TransitionPhase.EXP_BAR;
         }
     }
 }
예제 #11
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 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Results Page Transition
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateResultsPageTransition()
 {
     if (m_bFadeinResults)
     {
         if (m_rPageBackgroundAE.UpdateAnimation(m_fRevealAnimationSpeed))
         {
             m_rPageBackgroundAE.Reset();
             m_eTransitionPhase = TransitionPhase.JOKOS_REACTION;
             m_sprJokosReaction.gameObject.SetActive(true);
         }
     }
     else
     {
         if (m_rPageBackgroundAE.ReverseUpdate(m_fDisappearAnimationSpeed))
         {
             m_rPageBackgroundAE.Reset();
             m_eTransitionPhase = TransitionPhase.RESULTS_BG;
             VignetteManager.TransitionVignette(0.0f, m_oVignetteOptions.transitionTime);
             m_sprPageBackground.gameObject.SetActive(false);
         }
     }
 }
예제 #12
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 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 //	* New Method: Update Joko's Reaction Transition
 //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 private void UpdateJokosReactionTransition()
 {
     if (m_bFadeinResults)
     {
         if (m_rJokosReactionAE.UpdateAnimation(m_fRevealAnimationSpeed))
         {
             m_rJokosReactionAE.Reset();
             m_eTransitionPhase = TransitionPhase.RESULTS_FEATHERS;
             m_aSprFeathers[0].gameObject.SetActive(true);
             m_aSprFeathers[1].gameObject.SetActive(true);
             m_aSprFeathers[2].gameObject.SetActive(true);
         }
     }
     else
     {
         if (m_rJokosReactionAE.ReverseUpdate(m_fDisappearAnimationSpeed))
         {
             m_rJokosReactionAE.Reset();
             m_eTransitionPhase = TransitionPhase.RESULTS_PAGE;
             m_sprJokosReaction.gameObject.SetActive(false);
         }
     }
 }
예제 #13
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    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    //	* New Method: Update Settings Menu Transition
    //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    private void UpdateSettingsMenuTransition()
    {
        if (m_bFadeinResults)
        {
            if (m_rSettingsMenuAE.UpdateAnimation(m_fRevealAnimationSpeed))
            {
                m_rSettingsMenuAE.Reset();
                m_eTransitionPhase = TransitionPhase.RESULTS_BG;
                VignetteManager.TransitionVignette(m_oVignetteOptions);

                m_rSettingsMenu.GetComponent <Button_ForceSceneObjectDisappear>().enabled = false;                // There's nothing to disable/disappear, Buddy!
                m_rSettingsMenu.gameObject.SetActive(false);
            }
        }
        else
        {
            if (m_rSettingsMenuAE.ReverseUpdate(m_fDisappearAnimationSpeed))
            {
                m_rSettingsMenuAE.Reset();
                OnFadeout();
            }
        }
    }