Пример #1
0
    private IEnumerator StartAnimSequence(RewardCoinTags current_reward_type)
    {
        m_RewardsCoin.SetActive(true);
        m_BalloonsCountTxt.gameObject.SetActive(true);
        //m_RewardsEffect.Play();

        yield return(new WaitForSeconds(3f));

        // m_RewardsEffect.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
        m_RewardsCoin.SetActive(false);
        m_BalloonsCountTxt.gameObject.SetActive(false);
    }
Пример #2
0
    public void ShowRewardAnimation(RewardCoinTags current_reward_type)
    {
        SetTextureForCurrentReward(current_reward_type);

        if (m_RewardsCoin.activeSelf)
        {
            m_RewardsCoin.SetActive(false);
            StopAllCoroutines();
        }

        StartCoroutine(StartAnimSequence(current_reward_type));

        if (current_reward_type.Equals(RewardCoinTags.Balloon_Reward))
        {
            m_BalloonsCountTxt.text = m_GameManagerScript.GetPoppedBalloons().ToString();
        }
    }
Пример #3
0
    private void SetTextureForCurrentReward(RewardCoinTags current_reward_type)
    {
        float offset = 0;

        switch (current_reward_type)
        {
        case RewardCoinTags.Sarah_Reward:
            offset = 0;
            break;

        case RewardCoinTags.Buddy_Reward:
            offset = -0.27f;
            break;

        case RewardCoinTags.Balloon_Reward:
            offset = -0.5f;
            break;

        case RewardCoinTags.Icream_Reward:
            offset = -0.75f;
            break;
        }
        m_TextureRenderer.materials[1].SetTextureOffset("_MainTex", new Vector2(0f, offset));
    }