Пример #1
0
        IEnumerator <WaitForSeconds> Age2()
        {
            Debug.Log("age 2!");
            ImageFade.FadeOut(3f);
            yield return(new WaitForSeconds(3.2f));

            //Add new
            foreach (Renderer render in Age2Remove.GetComponentsInChildren <Renderer>())
            {
                render.enabled = false;
            }

            foreach (Renderer render in Age2Add.GetComponentsInChildren <Renderer>())
            {
                render.enabled = true;
            }

            //Spawn new
            Renderer rend = playerMesh.GetComponent <Renderer>();

            rend.materials = new Material[]
            {
                null, null, null, MaterialAge2
            };
            player.transform.localScale = ScaleAge2;

            //Rain time!
            rainChild = Instantiate(rain);

            ImageFade.FadeIn(3f);
            yield return(new WaitForSeconds(2.0f));

            DoEvent();
        }
Пример #2
0
    public IEnumerator DisableTimer(float _time)
    {
        fade.FadeOut(_time, false);
        yield return(new WaitForSeconds(_time));

        StopAllCoroutines();
        loadText.text = string.Empty;
        // fade.FadeOut(0.4f, false);
        gameObject.SetActive(fade);
    }
Пример #3
0
    public void OnLevelResetStart()
    {
        _mainMenuElements.SetActive(false);
        _startInstructions.SetActive(false);
        _soundMeter.SetActive(false);
        _failureElements.SetActive(false);
        _victoryElements.SetActive(false);

        // Fade to Black
        _fade.FadeOut();
    }
Пример #4
0
 private void BackgroundFade(Sprite newSprite)
 {
     // checking which image to set new sprite on cross fade
     if (theBGImage2imageFade.GetTargetAlpha() == 0)
     {
         theBGImage2image.sprite = newSprite;
         theBGImage2imageFade.FadeIn();
     }
     else
     {
         theBGImage1image.sprite = newSprite;
         theBGImage2imageFade.FadeOut();
     }
 }
Пример #5
0
        //OnTriggerEnter2D is sent when another object enters a trigger collider attached to this object (2D physics only).
        private void OnTriggerEnter2D(Collider2D other)
        {
            //Check if the tag of the trigger collided with is Exit.
            if (other.tag == "Exit")
            {
                TrackerManager.ClearedLevel(GameManager.instance.level, "Food ", food, "Time", GameManager.instance.time);
                ImageFade.FadeOut(restartLevelDelay);
                // Invoke the Restart function to start the next level with a delay of restartLevelDelay (default 1 second).
                Invoke("Restart", restartLevelDelay);

                //Disable the player object since level is over.
                enabled = false;
            }

            //Check if the tag of the trigger collided with is Food.
            else if (other.tag == "Food")
            {
                Analytics.CustomEvent("Food Picked Up");
                //Add pointsPerFood to the players current food total.
                food += pointsPerFood;

                ValueSetter.maximum += pointsPerFood;

                //Update foodText to represent current total and notify player that they gained points
                foodText.text = " Food:   " + food;

                //Call the RandomizeSfx function of SoundManager and pass in two eating sounds to choose between to play the eating sound effect.
                SoundManager.instance.RandomizeSfx(eatSound1, eatSound2);

                //Disable the food object the player collided with.
                other.gameObject.SetActive(false);
            }

            //Check if the tag of the trigger collided with is Soda.
            else if (other.tag == "Soda")
            {
                Analytics.CustomEvent("Food Picked Up");
                Analytics.CustomEvent("Soda Picked Up");
                //Add pointsPerSoda to players food points total
                food += pointsPerSoda;
                ValueSetter.maximum += pointsPerSoda;

                //Update foodText to represent current total and notify player that they gained points
                foodText.text = " Food:   " + food;

                //Call the RandomizeSfx function of SoundManager and pass in two drinking sounds to choose between to play the drinking sound effect.
                SoundManager.instance.RandomizeSfx(drinkSound1, drinkSound2);

                //Disable the soda object the player collided with.
                other.gameObject.SetActive(false);
            }
            // Check if the player is colliding with an ore
            else if (other.tag == "Ores")
            {
                switch (other.name)
                {
                // add a diamond ore, and disable the gameobject
                case "Diamond(Clone)":
                    TrackerManager.ItemPickUp(other.name);
                    GameManager.instance.diamondPoints++;
                    diamondCount++;
                    inventoryText[0].text = "x" + "\n" + "\n" + diamondCount;
                    other.gameObject.SetActive(false);
                    break;

                // add a gold ore, and disable the gameobject
                case "Gold(Clone)":
                    TrackerManager.ItemPickUp(other.name);
                    GameManager.instance.goldPoints++;
                    goldCount++;
                    inventoryText[2].text = "x" + "\n" + "\n" + goldCount;
                    other.gameObject.SetActive(false);
                    break;

                // add a iron ore, and disable the gameobject
                case "Iron(Clone)":
                    TrackerManager.ItemPickUp(other.name);
                    GameManager.instance.ironPoints++;
                    ironCount++;
                    inventoryText[1].text = "x" + "\n" + "\n" + ironCount;
                    other.gameObject.SetActive(false);
                    break;

                default:
                    break;
                }
            }
        }
Пример #6
0
    IEnumerator StateTransition(State nextState)
    {
        // Toggling activated objects from states
        if (currentState != null)
        {
            string[] theTags = currentState.GetActivatedTags();
            foreach (string thisTag in theTags)
            {
                ToggleObjByName(thisTag);
            }
        }
        string[] nextTags = nextState.GetActivatedTags();
        foreach (string nextTag in nextTags)
        {
            ToggleObjByName(nextTag);
        }

        // Updating state
        currentState = nextState;

        // Fading old state out
        textBGFade.FadeOut();
        textFade.FadeOut();
        buttonHolderFade.FadeOut();

        // Transition Audio
        bool[] clipBools    = nextState.GetClipBools();
        bool   rainOn       = clipBools[0];
        bool   rainMuffled  = clipBools[1];
        bool   musicOn      = clipBools[2];
        bool   musicMuffled = clipBools[3];
        bool   waterDripOn  = clipBools[4];
        bool   heartBeatOn  = clipBools[5];

        rainFilter.enabled   = rainMuffled;
        rainSource.mute      = !rainOn;
        rainFilter.enabled   = rainMuffled;
        musicSource.mute     = !musicOn;
        musicFilter.enabled  = musicMuffled;
        waterDripSource.mute = !waterDripOn;
        heartBeatSource.mute = !heartBeatOn;

        // Updating background image
        Sprite nextSprite = nextState.GetBackgroundImage();

        if (nextSprite != null)
        {
            BackgroundFade(nextSprite);
            yield return(new WaitForSeconds(0.1f));

            while (theBGImage2imageFade.CheckFading())
            {
                yield return(new WaitForSeconds(0.1f));
            }
        }
        yield return(new WaitForSeconds(0.1f));

        while (textBGFade.CheckFading() || textFade.CheckFading() || buttonHolderFade.CheckFading())
        {
            yield return(new WaitForSeconds(0.1f));
        }
        textComponent.text = nextState.GetStateStory();

        // Adding new buttons
        var nextStates      = nextState.GetNextStates();
        var nextStatesNames = nextState.GetNextStatesNames();
        var index           = 0;

        foreach (State child in nextStates)
        {
            GameObject newButton = Instantiate(theButtonPrefab);
            newButton.transform.SetParent(buttonHolder.transform, false);
            string nextStateName = nextStatesNames[index];
            newButton.GetComponentInChildren <TextMeshProUGUI>().text = nextStateName;
            newButton.GetComponentInChildren <Button>().onClick.AddListener(() => { theGame.NextState(child); });
            index++;
        }

        // Fading in buttons
        float delayTime = 1f;

        if (GetCurrentStateName() == startingState.name)
        {
            delayTime = startDelay;
        }
        StartCoroutine(ButtonsFadeIn());

        textBGFade.FadeIn();
        textFade.FadeIn();
        buttonHolderFade.FadeIn();
    }