public override void Start(MonoBehaviour behaviour, Sequencer.StateInstance state) { SceneLevel.instance.IncWave(); HUDAnnounce announce = UIManager.instance.hud.announce; announce.state = HUDAnnounce.State.Blink; announce.message = isBossAnnounce ? bossString : SceneLevel.instance.GetWaveString(); announce.color = Color.white; state.counter = 0; }
public override void Start(MonoBehaviour behaviour, Sequencer.StateInstance aiState) { HUDAnnounce ha = UIManager.instance.hud.announce; ha.state = state; if (state != HUDAnnounce.State.None) { if ((state != HUDAnnounce.State.FadeOut && state != HUDAnnounce.State.FadeScaleOut) || message.Length > 0) { ha.color = new Color(((float)colorR) / 255.0f, ((float)colorG) / 255.0f, ((float)colorB) / 255.0f); ha.message = message; } } }
public override bool Update(MonoBehaviour behaviour, Sequencer.StateInstance state) { HUDAnnounce announce = UIManager.instance.hud.announce; bool isDone = false; switch ((State)state.counter) { case State.AnnounceWave: if (state.IsDelayReached(waveDelay)) { if (isBossAnnounce) { announce.state = HUDAnnounce.State.None; isDone = true; } else { announce.state = HUDAnnounce.State.Display; announce.message = goString; state.startTime = Time.time; state.counter++; } } break; case State.AnnounceGo: if (state.IsDelayReached(waveDelay)) { announce.state = HUDAnnounce.State.FadeScaleOut; state.counter++; } break; case State.AnnounceWaitEnd: isDone = announce.state == HUDAnnounce.State.None; break; } return(isDone); }