Пример #1
0
    public void ShowSubMessage(string text, float fApearTime, MessageClipType clipType = MessageClipType.Base)
    {
        m_subMsgObj.SetActive(true);

        m_subMsgText.text = text;

        StartCoroutine(SubMessageCourtine(fApearTime, clipType));
    }
Пример #2
0
    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));
    }
Пример #3
0
    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);
    }
Пример #4
0
    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;
    }