Пример #1
0
    public static void UnfreezeDynamicObjects()
    {
        singletonInstance.isFrozen = false;

        //Resume enemy spawning
        EnemySpawnerController.ResumeEnemySpawning();
        //Unfreeze bullets
        for (int i = 0; i < singletonInstance.ammoPool.transform.childCount; i++)
        {
            if (singletonInstance.ammoPool.transform.GetChild(i).gameObject.activeSelf)
            {
                singletonInstance.ammoPool.transform.GetChild(i).GetComponent <Rigidbody2D>().velocity = singletonInstance.projectileVelocitiesAtFreeze[i];
            }
        }
        singletonInstance.projectileVelocitiesAtFreeze.Clear();

        //Reactivate player controller
        singletonInstance.logicController.GetComponent <PlayerController>().enabled  = true;
        singletonInstance.logicController.GetComponent <WeaponsController>().enabled = true;
        GameObject.FindGameObjectWithTag("Player").GetComponent <Animator>().enabled = true;


        //Reactivate enemy AI
        for (int i = 0; i < singletonInstance.enemyTankParentObject.transform.childCount; i++)
        {
            singletonInstance.enemyTankParentObject.transform.GetChild(i).GetComponent <EnemyAI>().enabled      = true;
            singletonInstance.enemyTankParentObject.transform.GetChild(i).GetComponent <Animator>().enabled     = true;
            singletonInstance.enemyTankParentObject.transform.GetChild(i).GetComponent <Rigidbody2D>().velocity = singletonInstance.tankVelocitiesAtFreeze[i];
            singletonInstance.enemyTankParentObject.transform.GetChild(i).GetComponent <EnemyAI>().ResumeAI();
        }
    }
Пример #2
0
    private void Update()
    {
        if (Input.anyKeyDown)
        {
            fadingOut = true;
            isReady   = true;
            LevelManager.SetPlayerReadyStatus(isReady);
            EnemySpawnerController.ResumeEnemySpawning();
        }

        if (fadingOut)
        {
            float alphaScreen = gameObject.GetComponent <Image>().color.a;
            float alphaText   = gameObject.transform.GetChild(0).GetComponent <TextMeshProUGUI>().color.a;

            Color fadeOutScreenColor = new Color(0, 0, 0, alphaScreen - Time.deltaTime * alphaDeltaFadeOut);

            textColor.a = alphaText - Time.deltaTime * alphaDeltaFadeOut;

            gameObject.transform.GetChild(0).GetComponent <TextMeshProUGUI>().color = textColor;
            gameObject.transform.GetChild(1).GetComponent <TextMeshProUGUI>().color = textColor;
            gameObject.transform.GetChild(2).GetComponent <TextMeshProUGUI>().color = textColor;
            gameObject.GetComponent <Image>().color = fadeOutScreenColor;

            if (fadeOutScreenColor.a <= 0)
            {
                Destroy(gameObject);
            }
        }

        if (continueBlinking)
        {
            float alpha         = gameObject.transform.GetChild(1).GetComponent <TextMeshProUGUI>().color.a;
            Color blinkingColor = textColor;

            if (blinkFadingIn)
            {
                blinkingColor.a = alpha + Time.deltaTime * alphaDeltaBlinking;
            }
            else
            {
                blinkingColor.a = alpha - Time.deltaTime * alphaDeltaBlinking;
            }

            gameObject.transform.GetChild(1).GetComponent <TextMeshProUGUI>().color = blinkingColor;
            gameObject.transform.GetChild(2).GetComponent <TextMeshProUGUI>().color = blinkingColor;

            if (blinkingColor.a >= 1)
            {
                blinkFadingIn = false;
            }
            else if (blinkingColor.a <= 0)
            {
                blinkFadingIn = true;
            }
        }
    }