// Use this for initialization void Start() { // Grab out LoadIntro component from the main scene parentSceneLoader = GameObject.Find("SceneManager").GetComponent <LoadIntro>(); //Get our percentage coralManager = parentSceneLoader.coral.GetComponent <CoralManaging>(); float percentSaved = coralManager.GetPercentCollectedRounded(); totalTime = 0.0f; uiTransitions = new List <UITransition>(); //(UI to display, time to enter, time to leave) uiTransitions.Add(new TextTransition(introText, 1.0f, 5.0f)); //This is a special text, so we change its % TextTransition percentText = new TextTransition(introTextTwo, 2.0f, 5.0f); percentText.ChangeText(percentSaved + "% of the reef"); //now add it uiTransitions.Add(percentText); //last message uiTransitions.Add(new TextTransition(finalText, 6.0f, 10.0f)); // Update is called once per frame }
// Use this for initialization void Start() { // Grab out LoadIntro component from the main scene parentSceneLoader = GameObject.Find("SceneManager").GetComponent <LoadIntro>(); postProcessorScript = parentSceneLoader.coral.postProcessorScript; shouldKillReef = true; shouldStartGame = false; //Reset the weight to make it clean again postProcessorScript.weight = 0.0f; shouldSpawnPreGameTrash = true; CreateSpawnPoints(); totalTime = 0.0f; uiTransitions = new List <UITransition>(); bubbleTransitions = new List <BubbleGroupTransition>(); //(UI to display, time to enter, time to leave) uiTransitions.Add(new TextTransition(introText, 1.0f, 5.0f)); uiTransitions.Add(new TextTransition(introTextTwo, 2.0f, 5.0f)); uiTransitions.Add(new TextTransition(descText, 7.0f, 11.0f)); uiTransitions.Add(new TextTransition(descTextTwo, 12.0f, 16.0f)); uiTransitions.Add(new TextTransition(prompt, 17.0f, 21.0f)); //Final prompt happens at 31 seconds. Lets start off with the reef all pretty, then kill it. uiTransitions.Add(new TextTransition(final, reefKillTime, 41.0f)); // 31, 35 //uiTransitions.Add(new ImageTransition(bottle, 23.0f, 30.0f)); uiTransitions.Add(new TextTransition(bottleText, 22.0f, 25.0f)); uiTransitions.Add(new TextTransition(bubbleText, 26.0f, 29.0f)); uiTransitions.Add(new TextTransition(phoneText, 30.0f, 33.0f)); //Now has a time where it will peak into view //first one comes in without the peek, so add it to ui transitions uiTransitions.Add(new BubbleGroupTransition(bottle, 22.0f, 34.0f, 24.0f)); bubbleTransitions.Add(new BubbleGroupTransition(bubble, 26.0f, 34.0f, 22.0f)); bubbleTransitions.Add(new BubbleGroupTransition(phone, 30.0f, 34.0f, 22.0f)); /* * //Old Transition times * uiTransitions.Add(new TextTransition(bottleText, 23.0f, 25.0f)); * uiTransitions.Add(new TextTransition(bubbleText, 25.0f, 27.0f)); * uiTransitions.Add(new TextTransition(phoneText, 27.0f, 29.0f)); * * uiTransitions.Add(new BubbleGroupTransition(bottle, 23.0f, 30.0f)); * uiTransitions.Add(new BubbleGroupTransition(bubble, 25.0f, 30.0f)); * uiTransitions.Add(new BubbleGroupTransition(phone, 27.0f, 30.0f)); */ // Update is called once per frame }
void Start() { gameManager = GameObject.Find("SceneManager").GetComponent <LoadIntro>(); startingTime = time; timerRunning = false; HideUIElements(); //For progress bar progBar = progressBar.GetComponent <RectTransform>(); startPos = progBar.transform.position; speed = -0.15f; }