public void ShowSubMessage(string text, float fApearTime, MessageClipType clipType = MessageClipType.Base) { m_subMsgObj.SetActive(true); m_subMsgText.text = text; StartCoroutine(SubMessageCourtine(fApearTime, clipType)); }
public void ShowMainMessage(string text, float fApearTime, Color color, MessageClipType clipType = MessageClipType.Base) { m_mainMsgObj.SetActive(true); m_mainMsgText.text = text; m_mainMsgText.color = color; StartCoroutine(MainMessageCourtine(fApearTime, clipType)); }
IEnumerator MainMessageCourtine(float fWaitTime, MessageClipType clipType) { if (CSoundManager.Inst != null) { CSoundManager.Inst.EffectPlay(m_mainMsgSource, m_msgClips[(int)clipType]); } yield return(new WaitForSeconds(fWaitTime)); m_mainMsgObj.SetActive(false); yield return(null); }
IEnumerator ReturnLobbyCoroutine(string message, float fFirstDelay, float fMainDelay, float fSubDelay, float fResetDelay, MessageClipType clipType) { yield return(new WaitForSeconds(fFirstDelay)); CStageUIManager.Inst.MessageUI.ShowMainMessage(message, fMainDelay, Color.red, clipType); yield return(new WaitForSeconds(5f)); CStageUIManager.Inst.MessageUI.ShowSubMessage("Return to Lobby", fSubDelay); yield return(new WaitForSeconds(fResetDelay)); QuestReset(); yield return(null); Cursor.lockState = CursorLockMode.None; Cursor.visible = true; }