/// <summary> /// Updates the pledge thanks animation. /// </summary> private void UpdatePledgeThanksAnimation() { m_pledgeThanksAnimator.Update(Time.deltaTime); switch (m_pledgeThanksState) { case PledgeThanksState.SHOWING: if (m_pledgeThanksAnimator.IsInState2) { m_pledgeThanksState = PledgeThanksState.SHOWN; m_timeSinceShown = 0.0f; } break; case PledgeThanksState.SHOWN: m_timeSinceShown += Time.deltaTime; if (m_timeSinceShown > m_pledgeThanksDuration) { m_pledgeThanksState = PledgeThanksState.HIDING; m_pledgeThanksAnimator.AnimateToState1(); } break; case PledgeThanksState.HIDING: if (m_pledgeThanksAnimator.IsInState1) { m_pledgeThanksState = PledgeThanksState.HIDDEN; m_pledgeThanks.SetActive(false); } break; case PledgeThanksState.HIDDEN: break; } }
/// <summary> /// Updates the lose animation. /// </summary> protected override void UpdateLoseAnimation() { if (m_loseAnimator == null) { return; } m_loseAnimator.Update(Time.deltaTime); // Make lose animation loop until SceneMaster ends the scene if (m_loseAnimator.IsInState1) { m_loseAnimator.AnimateToState2(); } else if (m_loseAnimator.IsInState2) { m_loseAnimator.AnimateToState1(); } }
/// <summary> /// Shows or hides the safety pledge UI. /// </summary> /// <param name="show">If set to <c>true</c> show the pledge UI.</param> private void ShowPledgeUI(bool show = true) { if (show) { m_pledgeRoot.SetActive(true); m_pledgeOverlay.gameObject.SetActive(true); m_pledgeUIAnimator.AnimateToState2(); m_pledgeOverlayAnimator.AnimateToState2(); } else { m_pledgeUIAnimator.AnimateToState1(); m_pledgeOverlayAnimator.AnimateToState1(); } // Enable/Disable buttons behind the pledge UI m_playAgainButton.GetComponent <Collider2D>().enabled = !show; m_mainMenuButton.GetComponent <Collider2D>().enabled = !show; m_pledgeButton.GetComponent <Collider2D>().enabled = !show; }
/// <summary> /// Updates the score text animation. /// </summary> private void UpdateScoreTextAnim() { m_scoreAnimator.Update(Time.deltaTime); switch (m_scoreAnimState) { case ScoreAnimState.Normal: break; case ScoreAnimState.Enlarging: if (m_scoreAnimator.IsInState2) { m_timeSinceEnlarged = 0.0f; m_scoreAnimState = ScoreAnimState.Enlarged; } break; case ScoreAnimState.Enlarged: // Track time in enlarged state m_timeSinceEnlarged += Time.deltaTime; // Once it reaches the required hold time, start shrinking if (m_timeSinceEnlarged > m_enlargeHoldDuration) { m_timeSinceEnlarged = 0.0f; m_scoreAnimator.AnimateToState1(); m_scoreAnimState = ScoreAnimState.Shrinking; } break; case ScoreAnimState.Shrinking: // Check if coins text has shrunk back to normal size if (m_scoreAnimator.IsInState1) { // End animation m_scoreAnimState = ScoreAnimState.Normal; } break; } }