private IEnumerator StartGame() { ObjectPooler.instance.DisableAllTagged("WaveBar"); yield return(mainMenu.FadeOut()); SceneManager.LoadScene("Main"); }
public IEnumerator ExitFade() { sineWaveOverlay.SetActive(true); waveObj.SetActive(false); ObjectPooler.instance.DisableAllTagged("WaveBar"); yield return(mainCanvas.FadeOut()); }
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 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 FadeDayOut() { yield return(new WaitForSecondsRealtime(1.0f)); yield return(dayTransition.FadeOut(dur: 0.7f)); }
private IEnumerator SwapScreens(FadeableUI fout, FadeableUI fin) { yield return(fout.FadeOut()); yield return(fin.FadeIn()); }
public void OnGameStart() { menuUI.FadeOut(false); gameOverUI.FadeOut(false); }
private void Start() { menuUI.FadeIn(true); gameOverUI.FadeOut(true); }