Exemplo n.º 1
0
    public void OnLevelWin()
    {
        player.GetComponent <FirstPersonPlayerController>().enabled = false;
        player.GetComponent <CameraController>().enabled            = false;
        player.GetComponent <Health>().enabled       = false;
        player.GetComponent <Rigidbody>().useGravity = false;

        waveSpawner.enabled = false;
        GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
        foreach (GameObject enemy in enemies)
        {
            //enemy.GetComponent<EnemyHealth>().Die();
            Destroy(enemy);
        }

        musicManager.GetComponent <AudioSource>().Stop();
        musicManager.GetComponent <AudioSource>().PlayOneShot(mainMusic);

        fadeImage.FadeIn();
        StartCoroutine(ShowEndCutscene(3));

        /*
         * if (other.tag == "Player")
         * {
         *  other.GetComponent<FirstPersonPlayerController>().enabled = false;
         *  other.GetComponent<CameraController>().enabled = false;
         *
         *  if (targetsLookedAt < lookTargets.Length)
         *  {
         *      for (int i = 0; i < lookTargets.Length; i++)
         *      {
         *          if (lookTargets[i].delay + timePassed <= Time.time && !lookTargets[i].wasLookedAt)
         *          {
         *              Camera.main.transform.LookAt(lookTargets[i].target.position);
         *              lookTargets[i].wasLookedAt = true;
         *
         *              timePassed = Time.time;
         *              targetsLookedAt += 1;
         *          }
         *      }
         *  }
         *
         *  if (targetsLookedAt == lookTargets.Length)
         *  {
         *      other.GetComponent<FirstPersonPlayerController>().enabled = true;
         *      other.GetComponent<CameraController>().enabled = true;
         *  }
         * }*/
    }
Exemplo n.º 2
0
    void CutsceneFlow(string state)
    {
        if (state == "startCutScene")
        {
            currentImage.FadeOut(2f);
            currentImage.ChangeSourceImage(0);
            currentImage.FadeIn(2f);
        }
        if (state == "afterfirst")
        {
            DirectFadeImage(stateNow);
            StartCoroutine(waitBothFadeOut(2f));
        }
        if (state == "endScene")
        {
            currentImage.gameObject.SetActive(false);
            nextImage.gameObject.SetActive(false);
            //GamePhase.Instance.ChangePhase("Phase0");

            //SceneLoader.Instance.ChangeToScene(nextScene.ToString());
        }
    }
Exemplo n.º 3
0
    public IEnumerator UnloadScene()
    {
        Debug.Log("unloading");
        // Fade to black
        yield return(StartCoroutine(blackScreenCover.FadeIn()));

        // Hide loading screen
        foreach (GameObject i in destroyMeSenpai)
        {
            Destroy(i);
        }

        //Fade to new screen and destroy this object
        yield return(StartCoroutine(blackScreenCover.FadeOut(gameObject)));
    }
Exemplo n.º 4
0
 void DirectFadeImage(int index)
 {
     nextImage.ChangeSourceImage(index);
     nextImage.FadeIn(1f);
     currentImage.FadeOut(1f);
 }
Exemplo n.º 5
0
 //Fade In-Out
 public void FadeIn()
 {
     fadeImage.FadeIn(fadingSpeed);
 }