示例#1
0
    /// <summary>
    /// Muestra los subtitulos por pantalla en la parte de abajo
    /// </summary>
    /// <param name="subs">subtitulos que se quieren mostrar</param>
    /// <param name="isDaySub"> si es el subtitulo que muestra el dia le añadade su numero</param>
    /// <returns></returns>

    public IEnumerator ShowSubtitles(Subtitles subs, bool isDaySub)
    {
        int cont = 0;

        if (arrowBack.enabled)
        {
            arrowBack.interactable = false;
        }

        yield return(StartCoroutine(CorgiTools.FadeCanvasGroup(subtitlesGroup, 0.5f, 1f)));

        while (cont < subs.SubList.Count)
        {
            this.subtitleText.text = subs.SubList[cont].Txt;
            if (isDaySub)
            {
                this.subtitleText.text += (DaysManager.Instance.Day + 1);
            }

            yield return(new WaitForSeconds(subs.SubList[cont].Duration));

            cont++;
        }

        this.subtitleText.text = "";

        yield return(StartCoroutine(CorgiTools.FadeCanvasGroup(subtitlesGroup, 0.5f, 0f)));

        if (arrowBack.enabled)
        {
            arrowBack.interactable = true;
        }

        this.currentCorutine = null;
    }
示例#2
0
    /// <summary>
    /// Muestra los subtitulos por pantalla en la parte central de la pantalla
    /// </summary>
    /// <param name="id">identificador de los subtitulos que se quieren mostrar</param>
    /// <returns></returns>

    public IEnumerator ShowSubsInCartel(int id, bool endDay)
    {
        this.currentCartel = TextsManager.Instance.GameSubtitles.Single(x => x.Id == id);
        int cont = 0;

        yield return(StartCoroutine(FadeInOut.Instance.CrossFadeAlpha(1, 0.5f)));

        yield return(StartCoroutine(CorgiTools.FadeText(cartelText, 0.5f, Color.white)));

        while (cont < currentCartel.SubList.Count)
        {
            subDuration   = currentCartel.SubList[cont].Duration;
            SkipSubtitles = false;
            timeWaitedSub = 0;

            this.cartelText.text = currentCartel.SubList[cont].Txt;

            while (timeWaitedSub < subDuration && SkipSubtitles == false)
            {
                timeWaitedSub += 0.3f;
                yield return(new WaitForSeconds(0.3f));
            }
            cont++;
        }

        this.cartelText.text = "";

        if (!endDay)
        {
            yield return(StartCoroutine(CorgiTools.FadeText(cartelText, 0.5f, Color.white)));

            yield return(StartCoroutine(FadeInOut.Instance.CrossFadeAlpha(0, 0.5f)));
        }
        this.currentCorutine = null;
    }
示例#3
0
        /// <summary>
        /// Corutina que realiza el movimiento a la posicion indicada
        /// </summary>
        /// <param name="finalPosition"></param>
        /// <returns></returns>
        public IEnumerator ExecuteMovement()
        {
            //Si no he seleccionado la carta
            if (this.TargetPosition == null)
            {
                yield break;
            }

            //Si se esta moviendo el barco, no hago nada
            if (this.isMoving)
            {
                yield break;
            }

            this.isMoving = true;

            //Reseteo la posicion inicial
            GridManager.Instance.GetCell(this.ActualPosition).SetShipCell(null);

            //Calculo la distancia entre las posiciones y la descompongo en movimientos unitarios
            Vector3      finalRotation = this.transform.localEulerAngles;
            PositionGrid distance      = this.TargetPosition - this.ActualPosition;

            List <DIRECTIONS> movements = new List <DIRECTIONS>();

            if (finalRotation.y == 270 || finalRotation.y == 90)
            {
                //Caso de estar mirando arriba o abajo y el destino esta detras mio
                if ((distance.X > 0 && finalRotation.y == 270) || (distance.X < 0 && finalRotation.y == 90))
                {
                    movements = this.ConfigMovements(distance, false);
                }
                else
                {
                    movements = this.ConfigMovements(distance, true);
                }
            }
            else if (finalRotation.y == 0 || finalRotation.y == 180)
            {
                //Caso de estar mirando izq o dr y el destino esta detras mio
                if ((distance.Y > 0 && finalRotation.y == 180) || (distance.Y < 0 && finalRotation.y == 0))
                {
                    movements = this.ConfigMovements(distance, true);
                }
                else
                {
                    movements = this.ConfigMovements(distance, false);
                }
            }

            //Segun los movimientos unitarios, los convierto en posiciones en el tablero y configuro la rotacion segun el movimiento
            PositionGrid pos = new PositionGrid(0, 0);

            foreach (DIRECTIONS dir in movements)
            {
                switch (dir)
                {
                case DIRECTIONS.UP:
                    pos           = new PositionGrid(-1, 0);
                    finalRotation = new Vector3(0, 270, 0);
                    break;

                case DIRECTIONS.RIGHT:
                    pos           = new PositionGrid(0, 1);
                    finalRotation = new Vector3(0, 0, 0);
                    break;

                case DIRECTIONS.DOWN:
                    pos           = new PositionGrid(1, 0);
                    finalRotation = new Vector3(0, 90, 0);
                    break;

                case DIRECTIONS.LEFT:
                    pos           = new PositionGrid(0, -1);
                    finalRotation = new Vector3(0, 180, 0);
                    break;
                }

                //Actualizo la finalPosition
                this.TargetPosition = this.ActualPosition + pos;

                //Realizo la rotacion y el movimiento del barco
                if (this.transform.localEulerAngles != finalRotation)
                {
                    yield return(StartCoroutine(CorgiTools.RotateFromTo(this.gameObject, this.transform.localEulerAngles, finalRotation, this.RotationTime)));
                }
                yield return(StartCoroutine(CorgiTools.MoveFromTo(this.gameObject, this.transform.position, new Vector3(GridManager.Instance.GetCell(this.TargetPosition).WorldPosition.x, this.ShipHeight, GridManager.Instance.GetCell(this.TargetPosition).WorldPosition.z), this.MovementTime)));

                //Actualizo la posicion actual
                this.ActualPosition = this.TargetPosition;
            }

            this.isMoving = false;

            //Reseteo la posicion
            this.TargetPosition = null;

            //Actualizo la celda actual
            GridManager.Instance.GetCell(this.ActualPosition).SetShipCell(this);
        }