예제 #1
0
파일: MainUI.cs 프로젝트: Zilby/PRadio
    private IEnumerator ActualWinGame()
    {
        win.useUnscaledDeltaTimeForUI = true;
        yield return(win.FadeIn());

        yield return(new WaitForSecondsRealtime(4.0f));

        yield return(win.FadeOut());
        //SceneManager.LoadScene("Menu");
    }
예제 #2
0
 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));
 }
예제 #3
0
    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";
        }
    }
예제 #4
0
    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);
    }
예제 #5
0
    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());
    }
예제 #6
0
    private IEnumerator SwapScreens(FadeableUI fout, FadeableUI fin)
    {
        yield return(fout.FadeOut());

        yield return(fin.FadeIn());
    }
예제 #7
0
    private void Start()
    {
        menuUI.FadeIn(true);

        gameOverUI.FadeOut(true);
    }