IEnumerator GameOverDelay(bool won) { yield return(StartCoroutine(WaitForRealSeconds(.1f))); CameraControl.FadeBlur(uiBlurEffect, 0, 2); CameraControl.TurnBlurOn(); UIGameOver.Show(won); TDSTouchInput.Hide(); }
public void _PauseGame() { CameraControl.FadeBlur(uiBlurEffect, 0, 2); CameraControl.TurnBlurOn(); GameControl.PauseGame(); //Telling GameControl to paause the game UIPauseMenu.Show(); TDSTouchInput.Hide(); Time.timeScale = 0; }
public void _TurnTabOff() { Time.timeScale = 1; Cursor.visible = false; isOn = false; TDSTouchInput.Show(); GameControl.GetPlayer().EnableFire(); tabObject.SetActive(false); }
public void _TurnTabOn() { Time.timeScale = 0; Cursor.visible = true; isOn = true; TDSTouchInput.Hide(); GameControl.GetPlayer().DisableFire(); UpdateTab(); tabObject.SetActive(true); }
IEnumerator _ResumeGame() { CameraControl.FadeBlur(uiBlurEffect, 2, 0); CameraControl.TurnBlurOff(); GameControl.ResumeGame(); //Telling GameControl to resume the game UIPauseMenu.Hide(); TDSTouchInput.Show(); yield return(StartCoroutine(WaitForRealSeconds(0.25f))); Time.timeScale = 1; }
void Awake() { instance = this; thisObj = gameObject; rectT = thisObj.GetComponent <RectTransform>(); canvasGroup = thisObj.GetComponent <CanvasGroup>(); if (canvasGroup == null) { canvasGroup = thisObj.AddComponent <CanvasGroup>(); } rectT.localPosition = Vector3.zero; }