private IEnumerator ActualWinGame() { win.useUnscaledDeltaTimeForUI = true; yield return(win.FadeIn()); yield return(new WaitForSecondsRealtime(4.0f)); yield return(win.FadeOut()); //SceneManager.LoadScene("Menu"); }
private IEnumerator FadeDayIn() { dayTransitionText.text = days[Stats.Day]; if (Stats.Day == 0) { dayTransition.Show(); } else { yield return(dayTransition.FadeIn(dur: 0.7f)); } yield return(new WaitForSecondsRealtime(1.0f)); }
public void ShowGameOver(Paddle.Side side) { gameOverUI.FadeIn(false); if (side == Paddle.Side.Left) { winnerText.text = "Player 1"; } else if (side == Paddle.Side.Right) { winnerText.text = "Player 2"; } }
private IEnumerator WaitForResultOpposed() { diceRoller.SetUpDice(CalculateMyDice(TestData)); yield return(WaitForResult(PlayerResult, 0)); yield return(betweenRollsCurtain.FadeIn()); diceRoller.ResetRoller(); var numDice = Math.Max(0, (TestData.OpponentSkillValue + TestData.OpponentPairedAttributeValue) - (TestData.OpponentTotalDamage / 3)); diceRoller.SetUpDice(numDice); yield return(betweenRollsCurtain.FadeOut()); RollDice(); yield return(WaitForResult(OpponentResult, PlayerResult.FivesAndSixes)); var success = PlayerResult.FivesAndSixes > OpponentResult.FivesAndSixes; PlayerResult.Success = success; OpponentResult.Success = !success; Success = PlayerResult.Success; Draw = PlayerResult.FivesAndSixes == OpponentResult.FivesAndSixes; Finished = true; var name = CharacterModel.Instance.Characters.MyCharacter.Name; var message = Draw ? $"Draw against {OpponentName}." : Success ? $"Succeeded against {OpponentName}." : $"Failed against {OpponentName}."; if (PlayerResult.Glitch) { message += "\nPlayer glitch."; } if (OpponentResult.Glitch) { message += "\nEnemy glitch."; } FeedModel.Instance.AddMessage(name, message, send: true); }
private IEnumerator SetupGamePhase() { day += 1; if (day >= 2) { reflectButton.gameObject.SetActive(true); } this.reputation = day * DIFFICULTY_MODIFIER; this.maxRisk = RISK_OFFSET / reputation; this.targetPopularity = reputation * POP_OFFSET; changeValuesEvery -= reputation; changeValuesEvery = Mathf.Max(changeValuesEvery, 15f); this.board.waveSpawner.InitTarget(); this.board.RandomizeValues(); MainUI.StartText(1); yield return(new WaitForSecondsRealtime(5.0f)); //play audio int i = Random.Range(0, commercials.Count); commercial.clip = commercials[i]; commercial.Play(); while (commercial.isPlaying) { yield return(null); } board.Activated = true; yield return(mainCanvas.FadeIn()); MainUI.StartText(0); staticNoise.Play(); audioManager.SetActive(true); sineWaveOverlay.SetActive(false); waveObj.SetActive(true); StartCoroutine(ControlGamePhase()); }
private IEnumerator SwapScreens(FadeableUI fout, FadeableUI fin) { yield return(fout.FadeOut()); yield return(fin.FadeIn()); }
private void Start() { menuUI.FadeIn(true); gameOverUI.FadeOut(true); }