//************************************************ // fsmMENU //------------------------------------------------ //************************************************ IEnumerator fsmConstruct(eSTATE state) { m_WaveDone = 0; yield return(waitMessage("You have \n\n" + m_GameConfig.m_ConstructDuration + " seconds\n\n to prepare the room")); m_BGMFightDestVol = 0f; m_BGMAmbientDestVol = 1.0f; m_Timer.SetTimer(m_GameConfig.m_ConstructDuration); yield return(new WaitForSeconds(m_GameConfig.m_ConstructDuration)); m_State = eSTATE.fsmWaveReady; }
public void AddTimer(string timerID, Transform objectToFollow, Vector3?offset = null) { UITimer timer = null; if (!_timersDict.ContainsKey(timerID)) { timer = Instantiate(_timerPrefab).GetComponent <UITimer>(); timer.transform.SetParent(transform, true); timer.transform.localScale = Vector3.one; timer.transform.localRotation = Quaternion.identity; _timersDict.Add(timerID, timer); } else { timer = _timersDict[timerID]; } if (timer != null) { if (offset.HasValue) { timer.transform.localPosition = offset.Value; } timer.SetTimer(timerID); UIWorldPositioner worldPos = timer.GetComponent <UIWorldPositioner>(); if (worldPos != null) { worldPos.ObjectToFollow = objectToFollow; if (offset.HasValue) { worldPos.Offset = offset.Value; } } } }