IEnumerator FadeOut() { float tmpColor; for (float f = 1f; f >= 0; f -= 0.01f) { TutorialAnim.SetBool("Finished", true); TutorialAnim2.SetBool("Finished", true); tmpColor = f; TutorialAlpha.alpha = tmpColor; yield return(null); } tmpColor = 0; TutorialAlpha.alpha = tmpColor; if (currentState == AssistantState.LIGHTNING) { CityMaster.TutorialRespawn(); StartCoroutine(ChangeState(AssistantState.STRENGTH, 0)); } }
void Update() { SpawnTimer -= Time.deltaTime; if (AssistantBehaviour.Tutorial == true) { if (Index < 4) { SpawnCity(); //setRespawnTime(respawnTimer); } if (CitiesAlive == 0) { respawnTimer = 0; CityMaster.TutorialRespawn(); respawnTimer = 30; } } else { switch (currentWave) { case 1: respawnTimer = 25; upgradeTimer = 15; if (Index < 8) { SpawnCity(); //setRespawnTime(respawnTimer); } if (CitiesAlive < 3 && Index > 7) { currentWave++; } break; case 2: if (Index < 12) { SpawnCity(); //setRespawnTime(respawnTimer); } if (CitiesAlive < 6 && Index > 11) { currentWave++; } break; case 3: respawnTimer = 20; upgradeTimer = 12; if (Index < 16) { SpawnCity(); //setRespawnTime(respawnTimer); } if (CitiesAlive < 8 && Index > 15) { currentWave++; } break; case 4: if (Index < 20) { SpawnCity(); //setRespawnTime(respawnTimer); } if (CitiesAlive < 10 && Index > 19) { currentWave++; } break; case 5: upgradeTimer = 8; if (Index < 25) { SpawnCity(); //setRespawnTime(respawnTimer); } if (CitiesAlive < 12 && Index > 24) { currentWave++; } break; case 6: if (anotherTimer < Time.time) { anotherTimer = Time.time + 3; if (respawnTimer > 5) { respawnTimer -= 0.5f; } if (upgradeTimer > 5) { upgradeTimer -= 0.5f; } //setRespawnTime(respawnTimer); } break; } //if (Index == 8 && CitiesAlive < 4) //{ // SecondWave = true; //} //if (Index == 16 && CitiesAlive < 12) //{ // ThirdWave = true; //} //if (ThirdWave == true && Pool.ProgressBar.fillAmount <= 0.1f) //{ // BossWave = true; //} //if (BossWave == true) //{ // for (int i = 0; i < AmmountOfCities; i++) // { // Cities[i].gameObject.SetActive(false); // } // BossCities[BossSelection].gameObject.SetActive(true); //} } }