예제 #1
0
    // 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 + "";
    }
예제 #2
0
    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;
    }
예제 #3
0
    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);
    }
예제 #4
0
    // 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;
    }
예제 #5
0
    //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;
    }
예제 #6
0
    // Use this for initialization
    void Start()
    {
        ProCamera2DTransitionsFX camFX = FindObjectOfType <ProCamera2DTransitionsFX>();

        camFX.TransitionEnter();
    }