IEnumerator HunterAttack(Hunter target) { ToggleAbilityControl(); StartCoroutine(blackout.FadeInBlack()); bool succeeded = false; StopTime(); TakedownGame minigame = TakedownGame.GetRandGame(); if (minigame == null) { print("No Game Received!"); yield break; } minigame.drone = false; minigame.BeginGame(); while (!minigame.CheckFinished(ref succeeded)) { yield return(new WaitForSecondsRealtime(1)); } Destroy(minigame); StartTime(); ToggleAbilityControl(); if (succeeded) { Destroy(target.gameObject); StartCoroutine(blackout.FadeOutBlack()); } else { foodCollected = 0; StartCoroutine(blackout.FadeInBlack()); SceneManager.LoadSceneAsync(StateSaver.gameState.curArea.name); } }
public static TakedownGame GetRandGame() { TakedownGame TdownGame = null; canvas = GameObject.Find("Canvas"); int l = (int)StateSaver.Minigames.num_opts; int r = Random.Range(1, l); StateSaver.Minigames cur = (StateSaver.Minigames)r; switch (cur) { case StateSaver.Minigames.PatternSquares: TdownGame = ((GameObject)Instantiate(Resources.Load("Prefabs/Games/PatternSquaresPrefab"))).GetComponent <PatternSquares> (); break; case StateSaver.Minigames.ShivToTheBeat: TdownGame = ((GameObject)Instantiate(Resources.Load("Prefabs/Games/Shiv/ShivToTheBeat"))).GetComponent <ShivToTheBeat> (); break; } RectTransform canvasT = canvas.GetComponent <RectTransform> (); TdownGame.transform.SetParent(canvas.transform); TdownGame.transform.localPosition = Vector3.zero; TdownGame.gameObject.GetComponent <RectTransform> ().sizeDelta = new Vector2(canvasT.rect.width, canvasT.rect.height); return(TdownGame); }
IEnumerator PreformTakedown(Drone target) { ToggleAbilityControl(); StartCoroutine(blackout.FadeInBlack()); bool succeeded = false; StopTime(); TakedownGame minigame = TakedownGame.GetRandGame(); if (minigame == null) { print("No Game Received!"); yield break; } minigame.drone = true; minigame.BeginGame(); while (!minigame.CheckFinished(ref succeeded)) { yield return(new WaitForSecondsRealtime(1)); } if (succeeded) { Destroy(target.gameObject); } Destroy(minigame); StartTime(); ToggleAbilityControl(); StartCoroutine(blackout.FadeOutBlack()); }