Пример #1
0
    public void OnNext()
    {
        if (_currScript == _scriptPaths.Count - 1 && _currEcosystem == _ecosystemPaths.Count - 1)
        {
            enabled = false;
            transitionController.BeginSandboxTransition();
            buttonAnchor.SetActive(false);
            Tween.Single().Target(simManager.displayAnchor).
            ToLocalScale(0).
            OverTime(1).
            Smooth().
            Play();
            return;
        }

        _currScript++;
        if (_currScript >= _scriptPaths.Count)
        {
            _currEcosystem++;
            _currScript = 0;

            loadScripts();
            transition(forceReset: false);
        }
        else
        {
            if (_currLoadData.autoTransitionTime > 0)
            {
                Tween.AfterDelay(_currLoadData.autoTransitionTime, OnNext);
            }
        }

        updateText();
    }
Пример #2
0
 private void onSimulationTransitionEnded()
 {
     if (_currLoadData.autoTransitionTime > 0)
     {
         Tween.AfterDelay(_currLoadData.autoTransitionTime, OnNext);
     }
 }
Пример #3
0
    private void blink()
    {
        eyesOpenAnchor.SetActive(false);
        eyesClosedAnchor.SetActive(true);

        Tween.AfterDelay(eyesClosedTime, () => {
            eyesOpenAnchor.SetActive(true);
            eyesClosedAnchor.SetActive(false);
        });
    }
Пример #4
0
    private void OnEnable()
    {
        _renderStarCommands      = new CommandBuffer();
        _renderStarCommands.name = "Draw Stars";

        _combineStarCommands      = new CommandBuffer();
        _combineStarCommands.name = "Combine Stars";

        _myCamera            = GetComponent <Camera>();
        Camera.onPostRender += drawCamera;

        uploadGradientTextures();

        StartCoroutine(endOfFrameCoroutine());

        updateCameraCommandBuffer();

        Tween.AfterDelay(0.1f, () => generateCommandBuffer());
    }
Пример #5
0
    void OnEnable()
    {
        if (!hasExperiencedTutorial && !forceLobbyExperience)
        {
            transitionWithoutButtons();
            return;
        }

        Tween.AfterDelay(appearDelay, () => {
            _buttonTween = Tween.Persistent().
                           Target(tutorialButton.transform).LocalScale(Vector3.zero, tutorialButton.transform.localScale).
                           Target(sandboxButton.transform).LocalScale(Vector3.zero, sandboxButton.transform.localScale).
                           Smooth(transitionCurve).
                           OverTime(transitionTime).
                           OnReachEnd(() => {
                tutorialButton.enabled = true;
                sandboxButton.enabled  = true;
            });

            _buttonTween.Play();
        });
    }