private void InBetweenFades() { CoroutineHelper.DelayTime(1f, StartScreenFadeOut); if (currentlyInCutscene) { cutsceneCamera.SetActive(false); cutsceneCanvas.SetActive(false); airBalloon.SetActive(true); gameCutsceneCanvas.SetActive(true); LevelManager.Instance.SpawnLevel(); } else { airBalloon.SetActive(false); gameCutsceneCanvas.SetActive(false); cutsceneCamera.SetActive(true); cutsceneCanvas.SetActive(true); for (int i = 0; i < gameOverCanvasObjects.Count; i++) { gameOverCanvasObjects[i].SetActive(true); } airBalloon.transform.position = airBalloonStartPosition; FollowSpline _followSpline = airBalloon.GetComponent <FollowSpline>(); //MoveObject _moveObject = airBalloon.GetComponent<MoveObject>(); //_moveObject.speed = 6f; _followSpline.StartMoving(0, 0, 0, false); LevelManager.Instance.RemoveLevel(); } }
private bool CanPerformAction() { bool canPerformAction = UI.BeatOffset < maxBeatOffset; GameObject closestRythmBar = ui.GetRythmBarNextToTarget(); if (closestRythmBar == null) { return(false); } Color originalColor = closestRythmBar.GetComponent <Image>().color; if (canPerformAction) { closestRythmBar.GetComponent <Image>().color = hitColor; combo++; } else { closestRythmBar.GetComponent <Image>().color = missColor; combo = 0; } CoroutineHelper.DelayTime(colorChangeTime, () => { if (closestRythmBar == null) { return; } closestRythmBar.GetComponent <Image>().color = originalColor; }); return(canPerformAction); }
private void Initialize() { if (VRSwitch.VRState) { Color _color = sceneFadeImage.color; _color.a = 0; sceneFadeImage.color = _color; CoroutineHelper.DelayTime(3, () => { vrWarningFadeScriptedAnimationController.StartAnimation(ScriptedAnimationType.Out, SwitchSceneFromVRWarning); }); } else { foreach (Image _image in vrWarningImages) { Color _color = _image.color; _color.a = 0; _image.color = _color; } SceneLoader.Instance.LoadStartScene(); } VRSwitch.SwitchedEvent -= Initialize; }
private void Awake() { AnimatorClipInfo[] _animatorClipInfos = animator.GetCurrentAnimatorClipInfo(0); float _animationLength = _animatorClipInfos[0].clip.length; CoroutineHelper.DelayTime(_animationLength, () => { if (CompletedEvent != null) { CompletedEvent(); } Destroy(gameObject); }); }
/// <summary> /// Switches to a random song in the songlist for the current scene. /// </summary> public void SwitchSong() { if (songs.Count == 0) { return; } Song _randomSong = RandomSong(); if (_randomSong == null) { return; } GivePriority(); StartCoroutine(FadeToNewSong(_randomSong)); float _delay = _randomSong.Clip.length; DelayCoroutineCheck(); delayCoroutine = CoroutineHelper.DelayTime(_delay, () => SwitchSong()); }