Пример #1
0
    void Start()
    {
        // 화이트 디졸브
        animWhiteDissolve  = whiteDissolve.GetComponent <Animator>();
        whiteDissolveSound = whiteDissolve.GetComponent <AudioSource>();

        // 카메라 백그라운드 컬러
        mainCamBackScript = mainCam.GetComponent <ChangeBackColor>();

        // 에덴 선악과
        edenSpotlight        = forbiddenFruit.GetComponent <Light>();
        edenDirectlight      = GameObject.Find("Directional Light for Eden").GetComponent <Light>();
        audioDrugAddictLight = GameObject.Find("DrugAddictSpotlight").GetComponent <AudioSource>();
        audioEden            = GameObject.Find("EdenSoundPlayer").GetComponent <AudioSource>();
        audioLivingGodScary  = GetComponent <AudioSource>();
        edenMoodLightControl = GameObject.Find("EdenMoodLight").GetComponent <EdenMoodLightController>();
        // 선악과 아웃라인 끄기
        outLineForTree = mainTreeOutline.GetComponent <Outline>();
        treeGen0217    = mainTreeText.GetComponent <TextMeshPro>();

        // 제목달기
        god             = GameObject.Find("God").GetComponent <TextFade>();
        originalMan     = GameObject.Find("OriginalMan").GetComponent <TextFade>();
        originalProblem = GameObject.Find("OriginalProblem").GetComponent <TextFade>();
        problemsOfMan   = GameObject.Find("ProblemsOfMan").GetComponent <TextFade>();

        // 성경구절 나무버튼과 함께 끄기
        gen0128           = GameObject.Find("Gen0128").GetComponent <BibleVersusPopup>();
        gen0315           = GameObject.Find("Gen0315").GetComponent <BibleVersusPopup>();
        eph22             = GameObject.Find("Eph22").GetComponent <BibleVersusPopup>();
        bibleClickManager = GameObject.Find("BibleVersus").GetComponent <BibleButtonClickManager>();
    }
Пример #2
0
    void CollectOre(OreType type, int amount)
    {
        if (amount == 0)
        {
            return;
        }
        currentOres[(int)type] += amount;
        backPack += amount;
        OnPackFillChanged?.Invoke(backPack, backPackCap);
        // +amount type (total)
        //Debug.Log($"Gained {type} ({currentOres[(int)type]})");

        if (pickupTextQueue.Count < pickupQueueLength)
        {
            // create a new one
            TextFade copy = Instantiate(pickupTextPrefab);
            pickupTextQueue.Enqueue(copy);
        }

        TextFade next = pickupTextQueue.Dequeue();

        next.transform.position = transform.position + pickupOffset; // negate when facing left
        next.UpdateColour(type);
        next.SetText($"+{amount} {type} ({currentOres[(int)type]})");
        next.Reset();
        pickupTextQueue.Enqueue(next); // recycle
        //pickupText.text = $"+{amount} {type} ({currentOres[(int)type]})";

        OnOreChanged?.Invoke((int)type, currentOres[(int)type]);

        if (IsBagFull())
        {
            BagFull();
        }
    }
Пример #3
0
    // Use this for initialization
    protected void Start()
    {
        base.Start();

        if (stats == null)
        {
            stats = new Stats(this, 1);
        }

        renderer.sortingLayerName = "Creatures";

        canvasTransform          = ((GameObject)Instantiate(GameManager.Manager.canvasTemplate)).transform;
        canvasTransform.position = transform.position;
        canvasTransform.SetParent(transform);

        healthBar = Instantiate(GameManager.Manager.healthBar) as GameObject;
        healthBar.transform.position = transform.position + new Vector3(0, 0.7f, 0);
        healthBar.transform.SetParent(canvasTransform);

        Image[] bars = healthBar.GetComponentsInChildren <Image>();
        barImage = bars[1];

        healthSlider          = healthBar.GetComponent <Slider>();
        healthSlider.maxValue = stats.MaxHealth;

        GameObject damageDisplay = Instantiate(GameManager.Manager.damageIndicator) as GameObject;

        damageDisplay.transform.position = transform.position + new Vector3(0, 1, 0);
        damageDisplay.transform.SetParent(canvasTransform);

        damageIndicator = damageDisplay.GetComponent <TextFade>();
    }
Пример #4
0
 void Start()
 {
     CreateSpawns();
     waveCountDown = secondsBetweenWaves;
     upgradeMenu   = GameObject.FindGameObjectWithTag("UpgradeMenu").GetComponent <UpgradeMenu>();
     upgradeMenu.CloseMenu();
     fade = gameObject.GetComponent <TextFade>();
 }
Пример #5
0
        /// <summary>
        /// Hides our text item if it is displaying.
        /// </summary>
        public void Hide()
        {
            if (TextObject == null)
            {
                return;
            }

            TextFade.SetState(false);
            TextObject.SetActive(false);
        }
 static bool PatchTextFade(TextFade __instance,
                           ref float ___currentFPS,
                           ref float ___OpacityStart,
                           ref Color ___c)
 {
     ___currentFPS = 60f;
     ___c          = __instance.gameObject.GetComponent <TextMesh>().color;
     ___c.a        = ___OpacityStart;
     __instance.gameObject.GetComponent <TextMesh>().color = ___c;
     //Prevent original method from running after the prefix
     return(false);
 }
Пример #7
0
    // Start is called before the first frame update
    void Start()
    {
        pickHit         = GetComponent <AudioSource>();
        spriteRenderer  = GetComponent <SpriteRenderer>();
        targetPos       = transform.position;
        currentOres     = new int[Enum.GetNames(typeof(OreType)).Length];
        pickupTextQueue = new Queue <TextFade>(pickupQueueLength);
        TextFade copy = Instantiate(pickupTextPrefab);

        pickupTextQueue.Enqueue(copy);

        Ore.OnMined += CollectOre;
    }
Пример #8
0
    /// <summary>
    /// 使一个文本淡出但不摧毁
    /// </summary>
    /// <param name="target">物体</param>
    /// <param name="seconds">淡出经历时间【可选】</param>
    static public float HideText(GameObject target, float seconds = 0.5f)
    {
        //    print("【Hide [" + target + "] in " + seconds + " seconds .】");
        TextFade fo = target.GetComponent <TextFade>();

        if (fo != null)
        {
            Destroy(fo);
        }
        TextFade f = target.AddComponent <TextFade>();

        f.FadeOut(seconds);
        return(seconds);
    }
Пример #9
0
    /// <summary>
    /// 使一个文本淡出并摧毁
    /// </summary>
    /// <param name="target">物体</param>
    /// <param name="seconds">淡出经历时间【可选】</param>
    static public float FadeOutText(GameObject target, float seconds = 0.5f)
    {
        //    print("【Hide [" + target + "] in " + seconds + " seconds .】");
        TextFade fo = target.GetComponent <TextFade>();

        if (fo != null)
        {
            Destroy(fo);
        }
        TextFade f = target.AddComponent <TextFade>();

        f.FadeOut(seconds);
        mainCamera.StartCoroutine(DestroyDelayed(target, seconds + 0.1f));
        return(seconds);
    }
Пример #10
0
    /// <summary>
    /// 淡入淡出文本框
    /// </summary>
    /// <param name="inS">淡入时间</param>
    /// <param name="outS">淡出时间</param>
    /// <returns></returns>
    static private IEnumerator FadeText(GameObject tOb, float seconds, float inS = 0.5f, float outS = 1.0f)
    {
        TextFade fade = tOb.AddComponent <TextFade>();

        fade.FadeIn(inS);
        yield return(new WaitForSeconds(inS));

        yield return(new WaitForSeconds(seconds - inS - outS > 0 ? seconds - inS - outS : 0));

        TextFade fade2 = tOb.AddComponent <TextFade>();

        fade2.FadeOut(outS);
        yield return(new WaitForSeconds(outS + 0.1f));

        Destroy(tOb);
        yield return(0);
    }
Пример #11
0
        /// <summary>
        /// Uses an alpha effect to fade text (Level 1, 2, 3, etc) in and out.
        /// </summary>
        /// <returns></returns>
        private IEnumerator FadeLevelTextInAndOut()
        {
            var text = PlayerUiScript.GetPlayerUiScript().GetLevelTooltip().GetComponent <TMP_Text>();

            if (text == null)
            {
                yield break;
            }

            text.gameObject.SetActive(true);

            StartCoroutine(TextFade.FadeTextToFullAlpha(3f * Time.timeScale, text));
            yield return(new WaitForSeconds(3f * Time.timeScale));

            StartCoroutine(TextFade.FadeTextToZeroAlpha(2f * Time.timeScale, text));
            yield return(new WaitForSeconds(2f * Time.timeScale));

            text.gameObject.SetActive(false);
        }
Пример #12
0
        /// <summary>
        /// Uses an alpha effect to fade text (Level 1, 2, 3, etc) in and out.
        /// </summary>
        /// <returns></returns>
        public static IEnumerator FadeTextInAndOut(string text, float fadeInTime = 3f, float fadeOutTime = 2f)
        {
            var textObject = PlayerUiScript.GetPlayerUiScript().GetLevelTooltip().GetComponent <TMP_Text>();

            if (textObject == null)
            {
                yield break;
            }

            textObject.text = text;

            textObject.gameObject.SetActive(true);

            _instance.StartCoroutine(TextFade.FadeTextToFullAlpha(fadeInTime * Time.timeScale, textObject));
            yield return(new WaitForSeconds(fadeInTime * Time.timeScale));

            _instance.StartCoroutine(TextFade.FadeTextToZeroAlpha(fadeOutTime * Time.timeScale, textObject));
            yield return(new WaitForSeconds(fadeOutTime * Time.timeScale));

            textObject.gameObject.SetActive(false);
        }
Пример #13
0
        /// <summary>
        /// Shows our text item, fading after a specified number of seconds (or stays on indefinitely if 0 seconds)
        /// </summary>
        /// <param name="s">The text to display</param>
        /// <param name="seconds">The duration to hold before fading</param>
        public void ShowMessage(string s, float seconds)
        {
            if (TextObject == null)
            {
                // First time only, initialize the object and components
                InitializeText();
            }

            // Set our actual text
            TextFade.SetText(s);

            // Sets our location on the screen
            DoAlignment();

            // Turns our text item on
            TextFade.SetState(true);
            TextObject.SetActive(true);

            // If specified, sets the fade-out timer
            if (seconds > 0)
            {
                TextFade.FadeOut(seconds, null);
            }
        }
Пример #14
0
 void Start()
 {
     _FadeComponent = GetComponent <TextFade>();
 }
Пример #15
0
    void Start()
    {
        // 성경구절 불러오기
        bibleClickManager = bibleVersus.GetComponent <BibleButtonClickManager>();
        bibleClickManager.BibleState(0);
        bibleTurnOff = GameObject.FindGameObjectsWithTag("BibleTurnOff");

        // 버튼들 모두 불러오기
        allUIOnOff = GameObject.FindGameObjectsWithTag("ButtonOnOff");

        // 버추어 카메라 POV 리셋 설정
        cmPOVreset = GameObject.FindGameObjectsWithTag("VirtualCam");

        // 카메라 시작 시점. 해와 달 마스크
        mainCamera.cullingMask = (1 << cullingLayerDefault) | (1 << cullingLayerSunNMoon);

        audioSee             = edenCam.GetComponent <AudioSource>();
        audioEden            = edenSound.GetComponent <AudioSource>();
        audioIdol            = idolCam.GetComponent <AudioSource>();
        audioGameAddict      = gameAddictCam.GetComponent <AudioSource>();
        audioGameAddictLight = gameAddictSpotlight.GetComponent <AudioSource>();
        audioDrugAddict      = drugAddictCam.GetComponent <AudioSource>();
        audioDrugAddictLight = drugAddictSpotlight.GetComponent <AudioSource>();
        audioHospital        = hosptialCam.GetComponent <AudioSource>();
        audioHospitalLight   = hospitalSpotlight.GetComponent <AudioSource>();
        audioDead            = deadCam.GetComponent <AudioSource>();
        audioChrist          = threeJobsCam.GetComponent <AudioSource>();

        anim_EdenRotation = edenPivot.GetComponent <Animator>();
        anim_EdenRotation.SetBool("Rotate", true);
        anim_CrossFade  = cross.GetComponent <Animator>();
        anim_CrossFade2 = cross2.GetComponent <Animator>();
        anim_CrossFade.SetBool("Fade", false);
        anim_CrossFade2.SetBool("Fade", false);

        //영접기도문 켜고끄기
        prayerPanelRaycast = GameObject.Find("PrayerPanel").GetComponent <CanvasGroup>();



        gameAddictLight         = gameAddictLight.GetComponent <Light>();
        gameAddictLight.enabled = false;
        drugAddictLight         = drugAddictLight.GetComponent <Light>();
        drugAddictLight.enabled = false;
        hospitalLight           = hospitalLight.GetComponent <Light>();
        hospitalLight.enabled   = false;
        edenSpotlight           = GameObject.Find("Eden Spotlight").GetComponent <Light>();

        idolLights.SetActive(false);
        deadLights.SetActive(false);
        christLights.SetActive(false);
        gameAddictLightS.SetActive(false);



        // 제목 셋팅 시작
        god                         = GameObject.Find("God").GetComponent <TextFade>();
        originalMan                 = GameObject.Find("OriginalMan").GetComponent <TextFade>();
        originalMan.displayInfo     = false;
        originalProblem             = GameObject.Find("OriginalProblem").GetComponent <TextFade>();
        originalProblem.displayInfo = false;
        problemsOfMan               = GameObject.Find("ProblemsOfMan").GetComponent <TextFade>();
        problemsOfMan.displayInfo   = false;
        theWay                      = GameObject.Find("TheWay").GetComponent <TextFade>();
        theWay.displayInfo          = false;


        // 선악과 버튼 셋팅
        buttonTree     = mainTree.GetComponent <ButtonTree>();
        outLineForTree = mainTreeOutline.GetComponent <Outline>();

        // 선악과 텍스트 셋팅
        treeGen0217 = treeText.GetComponent <TextMeshPro>();

        // 선악과 콜라이더 on off
        forbiddenFruitsTree = mainTree.GetComponent <CapsuleCollider>();

        // 십자가 아웃라인 셋팅
        outLineForCross = CrossOutline.GetComponent <Outline>();

        // 우상신전 연기 피우기 셋팅
        smoke = whiteSmoke.GetComponent <ParticleSystem>();
        smoke.Stop(true);


        // 페이지 시작
        TurnSunNMoonOn();
    }
Пример #16
0
        private void Next()
        {
            if (m_Story.canContinue)
            {
                string text     = m_Story.Continue().Trim();
                Line   nextLine = CreateContentView(text, m_ResponseIndex);
                m_ResponseIndex = -1;

                string back;
                string right;
                string left;

                // Check possible commands.
                if (GetTagValue("back", out back) && back != m_LastBack)
                {
                    m_LastBack = back;
                    m_Backdrop.DestroyAllChildren();
                    if (m_Assets.Backdrops.ContainsKey(back))
                    {
                        Instantiate(m_Assets.Backdrops[back], m_Backdrop, false);
                    }
                }

                if (GetTagValue("right", out right) && right != m_LastRight)
                {
                    m_LastRight = right;
                    m_OnStageRight.DestroyAllChildren();
                    if (m_Assets.Characters.ContainsKey(right))
                    {
                        GameObject go = Instantiate(m_Assets.Characters[right], m_OnStageRight, false);
                        go.transform.position = m_OffStageRight.position;
                        go.transform.DOLocalMove(Vector3.zero, m_SlideDuration);
                    }
                }

                if (GetTagValue("left", out left) && left != m_LastLeft)
                {
                    m_LastLeft = left;
                    m_OnStageLeft.DestroyAllChildren();
                    if (m_Assets.Characters.ContainsKey(left))
                    {
                        GameObject go = Instantiate(m_Assets.Characters[left], m_OnStageLeft, false);
                        go.transform.position = m_OffStageLeft.position;
                        go.transform.DOLocalMove(Vector3.zero, m_SlideDuration);
                    }
                }

                if (m_OnFirstLine)
                {
                    m_OnFirstLine = false;
                    Next();
                    return;
                }

                TextFade tf = nextLine.GetComponentInChildren <TextFade>();

                if (tf)
                {
                    tf.OnComplete.AddListener(Next);
                }
                else
                {
                    DelayTracker.DelayAction(m_NextDelay, Next);
                }

                return;
            }

            if (m_Story.currentChoices.Count > 0)
            {
                // Fade old choices.
                GetComponentsInChildren <Line>().Where(l => l.LineType == Line.Type.Player).ForEach(l => l.FadeOut());

                for (int i = 0; i < m_Story.currentChoices.Count; i++)
                {
                    Choice     choice = m_Story.currentChoices[i];
                    ChoiceLine button = CreateChoiceView(choice.text.Trim());
                    button.OnClick.AddListener(() => OnClickChoiceButton(button, choice));
                }
            }
            else
            {
                ChoiceLine choice = CreateChoiceView("End of story.\nRestart?");
                choice.OnClick.AddListener(StartStory);
            }
        }