Пример #1
0
    IEnumerator DelayedOperations()
    {
        s = cam.GetComponent <ProCamera2DTransitionsFX>();

        if (trans == true)
        {
            // start transition

            s.TransitionExit();

            yield return(new WaitForSeconds(0.5f));

            SceneManager.LoadScene(2);

            /*
             * gameObject.transform.position = target.transform.position;
             * yield return new WaitForSeconds(1f);
             * s.TransitionEnter();
             */
        }

        // go back

        /*
         * if (Input.GetKey(KeyCode.Z))
         * {
         *  gameObject.transform.position = initial.transform.position;
         * }
         */
    }
Пример #2
0
    void Update()
    {
        TransAudio = GetComponent <AudioSource>();
        transFX    = cam.GetComponent <ProCamera2DTransitionsFX>();
        portalcol  = gameObject.GetComponent <Collider2D>();
        AIcol      = AI.GetComponent <Collider2D>();
        Hackercol  = Hacker.GetComponent <Collider2D>();
        DesList    = destination.GetComponentsInChildren <Transform>();

        //  Examine whether ai and hacker are in the portal
        if (portalcol.IsTouching(AIcol) && portalcol.IsTouching(Hackercol))
        {
            transTime += Time.deltaTime;
        }

        //  If not set transTime to 0
        else
        {
            transTime = 0f;
        }

        //  If transTime >= MaxtransTime ,stop transtime and transport
        if (transTime >= MaxtransTime && end == false)
        {
            transTime = 0f;
            end       = true;
            StartCoroutine(DelayedTransition(transFX));
        }
    }
Пример #3
0
 // Update is called once per frame
 void Update()
 {
     transFX = cam.GetComponent <ProCamera2DTransitionsFX>();
     if (BS == BrainStatus.active && counter == 1)
     {
         StartCoroutine(BrainAction(transFX));
     }
 }
Пример #4
0
//    bool able = true;

    // Use this for initialization
    void Start()
    {
        // get initial
        reviveFx = Cam.GetComponent <ProCamera2DTransitionsFX>();
        hackerHS = hacker.GetComponent <HealthSystem>();
        AIHS     = AI.GetComponent <HealthSystem>();
        hackerPC = hacker.GetComponent <PlayerControl>();
        AIPC     = AI.GetComponent <PlayerControl>();
        DesList  = revivePoint.GetComponentsInChildren <Transform>();
    }
Пример #5
0
    void Start()
    {
        _uiManager        = FindObjectOfType <UIManager>();
        shakingCamera     = FindObjectOfType <ProCamera2DShake>();
        transisiCamera    = FindObjectOfType <ProCamera2DTransitionsFX>();
        DamageTextManager = FindObjectOfType <UltimateTextDamageManager>();

        for (int i = 0; i < hitTrigger.Length; i++)
        {
            _hitTrigger.Push(hitTrigger[i]);
        }
    }
Пример #6
0
    IEnumerator DelayedTransition(ProCamera2DTransitionsFX reviveFX)
    {
        // AI and Hacker can't move when transition start
        AIPC.canControl     = false;
        hackerPC.canControl = false;


        // wait for start
        yield return(new WaitForSeconds(1f));

        // camera exit
        reviveFX.TransitionExit();

        // wait for transition
        yield return(new WaitForSeconds(0.5f));


        // transition

        AI.transform.position     = DesList[1].position;
        hacker.transform.position = DesList[2].position;

        // move moveable blocks
        if (MoveableBlockFathers != null)
        {
            foreach (Transform father in MoveableBlockFathers)
            {
                if (father.GetChild(0) != null)
                {
                    father.GetChild(0).position = father.position;
                }
            }
        }


        // wait for transition
        yield return(new WaitForSeconds(0.5f));

        // camera enter
        reviveFX.TransitionEnter();



        // AI and Hacker can move when transition end
        AIPC.canControl     = true;
        hackerPC.canControl = true;
        AIHS.Revive(1);
        hackerHS.Revive(1);
//        able = false;

        reviveCoroutine = null;
    }
Пример #7
0
    // Update is called once per frame

    IEnumerator DelayedTransition(ProCamera2DTransitionsFX transFX)
    {
        AudioSource audio = GetComponent <AudioSource>();

        // AI and Hacker can't move when transition start
        AI.GetComponent <PlayerControl>().canControl     = false;
        Hacker.GetComponent <PlayerControl>().canControl = false;

        // start TransAnim
        PortalBack.GetComponent <Animator>().SetBool("PortalBackTrans", true);
        PortalFore.GetComponent <Animator>().SetBool("PortalForeTrans", true);


        // wait for start
        yield return(new WaitForSeconds(1f));

        audio.Play();
        // camera exit
        // Debug.Log("in");
        transFX.TransitionExit();

        // wait for transition
        yield return(new WaitForSeconds(0.5f));

        // reset TraansAnim
        PortalBack.GetComponent <Animator>().SetBool("PortalBackTrans", false);
        PortalFore.GetComponent <Animator>().SetBool("PortalForeTrans", false);

        SceneManager.LoadScene(2);
        // transition

        /*
         * AI.transform.position = DesList[1].position;
         * Hacker.transform.position = DesList[2].position;
         *
         *
         * // wait for transition
         * yield return new WaitForSeconds(0.5f);
         *
         * // camera enter
         * transFX.TransitionEnter();
         *
         * // AI and Hacker can move when transition end
         * AI.GetComponent<PlayerControl>().canControl = true;
         * Hacker.GetComponent<PlayerControl>().canControl = true;
         *
         * end = false;
         */
    }
Пример #8
0
    public void LoadScene(string scene)
    {
        ProCamera2DTransitionsFX camFX = FindObjectOfType <ProCamera2DTransitionsFX>();

        loadInProgress = true;
        sceneToLoad    = scene;
        PlayerMgr.Instance().UpdatePlayerStatus(false);
        if (camFX != null)
        {
            camFX.OnTransitionExitEnded += AsynchLoadScene;
            camFX.TransitionExit();
        }
        else
        {
            SceneManager.LoadScene(scene);
        }
    }
Пример #9
0
    //private float _slower = 0.0f;
    // Use this for initialization
    void Start()
    {
        SetPlayer(this.gameObject);
        _boxColliderKaki = ColliderKaki.GetComponent <BoxCollider2D>();

        // transisiCamera = FindObjectOfType<ProCamera2DTransitionsFX>();
        transisiCamera = Camera.main.GetComponent <ProCamera2DTransitionsFX>();
        if (transisiCamera)
        {
            transisiCamera.TransitionEnter();
        }

        linearDrag  = rigid2D.drag;
        combo_Sys   = Slider_Gayatri.GetComponentInParent <ComboSystem>();
        isReflect   = false;
        isFreeze    = false;
        isCrouching = false;
    }
Пример #10
0
    IEnumerator BrainAction(ProCamera2DTransitionsFX transFX)
    {
        counter++;
        // AI and Hacker can't move when transition start
        AI.GetComponent <PlayerControl>().canControl     = false;
        Hacker.GetComponent <PlayerControl>().canControl = false;

        // wait for start
        yield return(new WaitForSeconds(0f));

        // camera exit
        transFX.TransitionExit();

        // wait for transition
        yield return(new WaitForSeconds(1f));

        // load BrainScene
        SceneManager.LoadScene(targetSceneNum);
    }
Пример #11
0
 // Use this for initialization
 void Start()
 {
     s = cam.GetComponent <ProCamera2DTransitionsFX>();
 }
Пример #12
0
 void Awake()
 {
     _transitionFX = Camera.main.GetComponent <ProCamera2DTransitionsFX> ();
     inTransition  = false;
 }
Пример #13
0
 void Awake()
 {
     MainProCamera2DTransitionFX = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <ProCamera2DTransitionsFX>();
     gameManager = FindObjectOfType <GameManager>();
 }
Пример #14
0
    // Use this for initialization
    void Start()
    {
        ProCamera2DTransitionsFX camFX = FindObjectOfType <ProCamera2DTransitionsFX>();

        camFX.TransitionEnter();
    }
Пример #15
0
 private void Awake()
 {
     audioSource             = GetComponent <AudioSource>();
     proCamera2DTransitionFx = FindObjectOfType <ProCamera2DTransitionsFX>();
 }