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
    IEnumerator CoTransitionToMasterScene()
    {
        proCamera2DTransitionFx.TransitionExit();

        yield return(new WaitForSeconds(proCamera2DTransitionFx.DurationExit));

        async.allowSceneActivation = true;
    }
Пример #3
0
    IEnumerator TransisiKeluar()
    {
        yield return(new WaitForSeconds(5));

        transisiCamera.TransitionExit();
        yield return(new WaitForSeconds(2));

        Application.LoadLevel("Luar Dungeon");
    }
Пример #4
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 #5
0
    IEnumerator CoTransitionToMasterScene(int sceneIndex)
    {
        //  Perform the exit transition
        MainProCamera2DTransitionFX.TransitionExit();

        //  Delay until exit transition is complete
        float delay = MainProCamera2DTransitionFX.DurationExit;

        yield return(new WaitForSeconds(delay));

        //  Load the Master Scene
        SceneManager.LoadScene(sceneIndex);
    }
Пример #6
0
        void OnTriggerStay2D(Collider2D other)
        {
            Player player = other.GetComponent <Player>();

            if (player == null)
            {
                return;
            }

            if (!EnoughCount(player))
            {
                return;
            }
//            for (int i = 0; i < NeedCollects.Length; i++)
//            {
//                var count = NeedCollects[i];
//                if (count > 0)
//                {
//                    var playerGet = player.GetCollectCount(i);
//                    if (count > playerGet)
//                    {
//                        finish = false;
//                        break;
//                    }
//                }
//            }

//            if (!finish)
//            {
//                // 没通关
//                Debug.Log("没通关,谢谢");
//                return;
//            }
//
//            // 胜利通关逻辑,什么切换下一关,显示胜利界面拉。balbala
//
//            if (string.IsNullOrEmpty(NextLevelName))
//            {
//                Debug.Log("呵呵哒了,没下一关了。GGWP");
//                return;
//            }

            if (GameMgr.Instance.InputMgr.UpUp && !inTransition)
            {
                _transitionFX.TransitionExit();
                inTransition = true;
                //SceneManager.LoadSceneAsync (NextLevelName);
            }
        }
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
    IEnumerator wait()
    {
        yield return(new WaitForSeconds(0.75f));

        audio.clip = DeathClip;
        audio.Play();
        Handheld.Vibrate();
        StartPlayer.SetActive(false);
        EndPlayer.SetActive(true);
        explodablePlayer.explode();
        ef.doExplosion(EndPlayer.transform.position);
        yield return(new WaitForSeconds(2f));

        pc2dTransition.TransitionExit();
        yield return(new WaitForSeconds(1.6f));
        //Application.LoadLevel(Application.loadedLevel);
    }
Пример #9
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 #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);
    }