// Use this for initialization void Start() { glitch.enabled = !glitch.enabled; pc2dTransition.TransitionEnter(); GameObject.Find("SwipeController").GetComponent <SwipeControl>().SetMethodToCall(SwipeDetection); StartPlayer.SetActive(true); EndPlayer.SetActive(false); ef = GameObject.FindObjectOfType <ExplosionForce>(); //Debug GV = 3f; ForceAdded = 200; animPlayer.SetBool("isCompleted", false); animCollision.SetBool("isCompleted", false); isCompleted = false; animPlayer.SetInteger("X", 0); animPlayer.SetInteger("Y", -1); animCollision.SetInteger("X", 0); animCollision.SetInteger("Y", -1); firstTime = true; Terbang(Direction.Bawah); StartCoroutine(animJump()); LastDirection = Direction.Bawah; justOnce = false; stepTaken = 0; textMesh_UI.text = stepTaken + ""; }
IEnumerator DelayedTransition(ProCamera2DTransitionsFX reviveFX) { // AI and Hacker can't move when transition start AIPC.canControl = false; hackerPC.canControl = false; // wait for start yield return(new WaitForSeconds(1f)); // camera exit reviveFX.TransitionExit(); // wait for transition yield return(new WaitForSeconds(0.5f)); // transition AI.transform.position = DesList[1].position; hacker.transform.position = DesList[2].position; // move moveable blocks if (MoveableBlockFathers != null) { foreach (Transform father in MoveableBlockFathers) { if (father.GetChild(0) != null) { father.GetChild(0).position = father.position; } } } // wait for transition yield return(new WaitForSeconds(0.5f)); // camera enter reviveFX.TransitionEnter(); // AI and Hacker can move when transition end AIPC.canControl = true; hackerPC.canControl = true; AIHS.Revive(1); hackerHS.Revive(1); // able = false; reviveCoroutine = null; }
IEnumerator CoStartCinematic() { proCamera2DTransitionFx.TransitionEnter(); yield return(new WaitForSeconds(proCamera2DTransitionFx.DurationEnter)); Letterbox_Bottom.DOSizeDelta(new Vector2(Letterbox_Bottom.rect.width, 50), 1); Letterbox_Top.DOSizeDelta(new Vector2(Letterbox_Top.rect.width, 50), 1); wispPresent_DOTweenPath.DOPlay(); yield return(new WaitForSeconds(2.5f)); wispFuture_DOTweenPath.DOPlay(); yield return(new WaitForSeconds(2.5f)); cameraTarget_DOTweenPath.DOPlay(); yield return(new WaitForSeconds(2f)); Image_TeamVogel.CrossFadeAlpha(1, 1, false); audioSource.PlayOneShot(audioSource.clip); yield return(new WaitForSeconds(3)); wispPast_DOTweenPath.DOPlay(); yield return(new WaitForSeconds(1f)); Image_TeamVogel.CrossFadeAlpha(0, 1, false); yield return(new WaitForSeconds(4.5f)); Text_Presents.CrossFadeAlpha(1, 1, false); audioSource.PlayOneShot(audioSource.clip); yield return(new WaitForSeconds(4f)); Text_Presents.CrossFadeAlpha(0, 1, false); yield return(new WaitForSeconds(4.5f)); Text_GameName.CrossFadeAlpha(1, 1, false); audioSource.PlayOneShot(audioSource.clip); yield return(new WaitForSeconds(4f)); Text_GameName.CrossFadeAlpha(0, 1, false); }
// Update is called once per frame IEnumerator DelayedTransition(ProCamera2DTransitionsFX transFX) { AudioSource audio = GetComponent <AudioSource>(); // AI and Hacker can't move when transition start AI.GetComponent <PlayerControl>().canControl = false; Hacker.GetComponent <PlayerControl>().canControl = false; // start TransAnim PortalBack.GetComponent <Animator>().SetBool("PortalBackTrans", true); PortalFore.GetComponent <Animator>().SetBool("PortalForeTrans", true); // wait for start yield return(new WaitForSeconds(1f)); audio.Play(); // camera exit // Debug.Log("in"); transFX.TransitionExit(); // wait for transition yield return(new WaitForSeconds(0.5f)); // reset TraansAnim PortalBack.GetComponent <Animator>().SetBool("PortalBackTrans", false); PortalFore.GetComponent <Animator>().SetBool("PortalForeTrans", false); // transition AI.transform.position = DesList[1].position; Hacker.transform.position = DesList[2].position; // wait for transition yield return(new WaitForSeconds(0.5f)); // camera enter transFX.TransitionEnter(); // AI and Hacker can move when transition end AI.GetComponent <PlayerControl>().canControl = true; Hacker.GetComponent <PlayerControl>().canControl = true; end = false; }
//private float _slower = 0.0f; // Use this for initialization void Start() { SetPlayer(this.gameObject); _boxColliderKaki = ColliderKaki.GetComponent <BoxCollider2D>(); // transisiCamera = FindObjectOfType<ProCamera2DTransitionsFX>(); transisiCamera = Camera.main.GetComponent <ProCamera2DTransitionsFX>(); if (transisiCamera) { transisiCamera.TransitionEnter(); } linearDrag = rigid2D.drag; combo_Sys = Slider_Gayatri.GetComponentInParent <ComboSystem>(); isReflect = false; isFreeze = false; isCrouching = false; }
// Use this for initialization void Start() { ProCamera2DTransitionsFX camFX = FindObjectOfType <ProCamera2DTransitionsFX>(); camFX.TransitionEnter(); }