void ShowSafeHouseUI() { HurtEffectUI.Instance().gameObject.SetActive(false); EndingUI.Instance().gameObject.SetActive(false); OutSideUI.Instance().gameObject.SetActive(false); SafeHouseUI.Instance().gameObject.SetActive(true); GlobalUI.Instance().gameObject.SetActive(true); }
IEnumerator BattleEnded() { if (PlayerWin) { yield return(new WaitForSeconds(EC.AttackedTime)); } if (EnemyWin) { yield return(new WaitForSeconds(PC.AttackedTime)); } PrepareUI.SetActive(false); EndingUI.SetActive(true); OpUI.SetBool("BattleStart", false); }
IEnumerator RoundEnding() { while (currentstate == GAME_STATE.ENDING) { PlayingUI.SetActive(false); EndingUI.SetActive(true); QuitUI.SetActive(false); yield return(new WaitForSeconds(3)); EndingUI.SetActive(false); SceneManager.LoadScene("Start"); CurrentState = GAME_STATE.STARTING; } }
IEnumerator FinishBattleUI(float time) { yield return(new WaitForSeconds(time)); EndingUI.SetActive(true); }
// Use this for initialization void Start() { gameMgr = FindObjectOfType <GameMgr>().instance; endingUI = GameObject.Find("EndingUI").GetComponent <EndingUI>(); }
void Awake() { instance = this; }