// Use this for initialization void Start() { cParams = new CoroutineParameters(); cParams.active = false; moveCoroutine = moveCam(cParams); audioSource = this.GetComponent <AudioSource>(); }
IEnumerator updateWord(CoroutineParameters param, string openingTag, string closingTag, string text) { float timer = 0; UIText.text = UIText.text.Insert(charIndex, openingTag + closingTag); int wordIndex = 0; charIndex += openingTag.Length; string paragraph = UIText.text; while (wordIndex < text.Length) { timer += Time.deltaTime; if (timer > 1 / param.speed) { while (timer > 1 / param.speed) { timer -= 1 / param.speed; if (text[wordIndex] == '<' && text[wordIndex + 1] != '/') { string openingTag2 = "", textInside = "", closingTag2 = ""; getTag(wordIndex, text.ToCharArray(), ref openingTag2, ref closingTag2, ref textInside); CoroutineParameters co = new CoroutineParameters(param.speed); StartCoroutine(updateWord(co, openingTag2, closingTag2, textInside)); while (!co.finished) { yield return(null); } wordIndex += openingTag2.Length + closingTag2.Length + textInside.Length; if (wordIndex >= text.Length) { break; } } else { string s = "" + text[wordIndex]; paragraph = paragraph.Insert(charIndex, s); UIText.text = paragraph; charIndex++; wordIndex++; if (wordIndex >= text.Length) { break; } } } yield return(null); } else { yield return(null); } } charIndex += closingTag.Length; param.finished = true; yield break; }
IEnumerator updateParagraph(CoroutineParameters param) { float timer = 0; string paragraph = ""; char[] text = textList [index].ToCharArray(); end = false; UICursor.color = new Color(1, 1, 1, 0); charIndex = 0; while (charIndex < text.Length) { timer += Time.deltaTime; if (timer > 1 / param.speed) { while (timer > 1 / param.speed) { timer -= 1 / param.speed; if (text[charIndex] == '<' && text[charIndex + 1] != '/') { string openingTag = "", textInside = "", closingTag = ""; getTag(charIndex, text, ref openingTag, ref closingTag, ref textInside); CoroutineParameters co = new CoroutineParameters(param.speed); StartCoroutine(updateWord(co, openingTag, closingTag, textInside)); while (!co.finished) { yield return(null); } paragraph = UIText.text; } string s = "" + text[charIndex]; paragraph = paragraph.Insert(paragraph.Length, s); UIText.text = paragraph; charIndex++; if (charIndex >= text.Length) { break; } } yield return(null); } else { yield return(null); } } end = true; UICursor.color = new Color(1, 1, 1, 1); yield break; }
void Start() { animator = this.GetComponent <Animator> (); /* UIText.supportRichText = true; * UIimage.color = new Color(1,1,1,0); * UIText.color = new Color(0,0, 0, 0); * UICursor.color = new Color(1,1,1,0);*/ UIPanneau.color = new Color(1, 1, 1, 0); param = new CoroutineParameters(textSpeed); _audioSource = this.GetComponent <AudioSource>(); }
//coroutine pour gerer le deplacement IEnumerator updatePosition(CoroutineParameters param) { while (true) { if (param.active && this.transform.position != param.position) { newPosition.x = Mathf.SmoothDamp(this.transform.position.x, param.position.x, ref xVelocity, param.speed); newPosition.y = Mathf.SmoothDamp(this.transform.position.y, param.position.y, ref yVelocity, param.speed); newPosition.z = Mathf.SmoothDamp(this.transform.position.z, param.position.z, ref zVelocity, param.speed); this.transform.position = newPosition; yield return(null); } yield return(null); } }
void Start() { //sauvegarde de la postion orignal originalPosition = this.transform.position; //initialisation des variables pour les coroutines nextPosition = this.transform.position; next = nextPosition; cParams = new CoroutineParameters(); cParams.position = nextPosition; cParams.speed = moveSmoothTime; //initialisation des coroutines //moveCoroutine = updatePosition (cParams); //StartCoroutine (moveCoroutine); }
IEnumerator moveCam(CoroutineParameters param) { while (true) { if (GameObject.Find("Character").transform.position.x == this.transform.position.x) { param.active = true; } if (param.active == true) { GameObject.Find("Pantalone").GetComponent <Animator>().SetTrigger("angry"); this.GetComponent <Animator> ().SetTrigger("roll"); audioSource.Play(); GameObject.Find("Public").GetComponent <PublicScript>().happy(1.5f, 0.7f); GameObject.Find("Jauge_circulaire").GetComponent <JaugeScript>().add(35.254564f); yield break; } yield return(null); } }