Пример #1
0
    private IEnumerator OpenPauseMenu()
    {
        Image fadeTexture = GameInstance.GetInstance().UI_Components.fadeTexture;
        Color newColor    = new Color(fadeTexture.color.r, fadeTexture.color.g, fadeTexture.color.b, maximumAlpha);
        float counter     = 0f;

        Time.timeScale = 0;

        //We need to set all character controller inputs to zero
        SwitchControl.ControlledCharacter.characterMotor.NullifyMovement();

        //We need to set the new state at the beginning of the coroutine
        InputManager.state = InputState.PauseMenu;

        //Standard black fade in
        while (counter < 1f)
        {
            counter          += Time.fixedDeltaTime;
            fadeTexture.color = Color.Lerp(fadeTexture.color, newColor, counter);
            menuGroup.alpha   = Mathf.Lerp(menuGroup.alpha, 1, counter);
            yield return(null);
        }

        menuGroup.Activate();
    }
Пример #2
0
    private void ShowPanel(bool show, bool tween = true)
    {
        scrollerGroup.Activate(!show);

        if (!show)
        {
            tempPage = scroller.CurrentPage;
        }

        float scale = show ? 1 : 0;
        int   sfxId = show ? 0 : 1;

        if (tween)
        {
            //AudioManager.Instance.PlaySFX("Bubble", sfxId);
            Tweener tweener = transform.DOScale(scale, 0.15f);
            tweener.OnComplete(RefreshScroller);
        }
        else
        {
            transform.localScale = new Vector3(scale, scale, scale);
            scrollerGroup.Activate(true);
        }
    }
Пример #3
0
        public void Show(bool combat = false)
        {
            if (_eventTypeDataEntriesLeft == null)
            {
                _eventTypeDataEntriesLeft = new List <EventTypeData>(_eventTypeDatas);
            }
            _priorityWithCrownGo.SetActive(!combat);
            _uiRoot.Activate();
            _hasShownHighlights = false;
            Game.Instance.ResetPlayerDataEntries();
            Game.Instance.GetPlayerData(_playerPriorityIndex).HasPriority = !combat;
            KillAllCards();
            List <CardData> cardsFromEvent = GetCards(combat);

            SpawnCards(cardsFromEvent);
        }