private IEnumerator showTurnSequence() { destroyMoveIcons(); for (int i = 0; i < movesList.Count; i++) { DanceBattleMoveIcon moveIcon = UnityEngine.Object.Instantiate(moveIconPrefab, MoveIconContainer.transform, worldPositionStays: false).GetComponent <DanceBattleMoveIcon>(); switch (movesList[i]) { case 1: moveIcon.SetState(DanceBattleMoveIcon.MoveIconState.Icon1); break; case 2: moveIcon.SetState(DanceBattleMoveIcon.MoveIconState.Icon2); break; case 3: moveIcon.SetState(DanceBattleMoveIcon.MoveIconState.Icon3); break; } moveIcon.GetComponent <Animator>().SetTrigger("Intro"); moveIconList.Add(moveIcon); EventManager.Instance.PostEvent("SFX/UI/DanceGame/NoteAppear", EventAction.PlaySound, null, null); yield return(new WaitForSeconds(DanceIconDelay)); } yield return(new WaitForSeconds(DanceIconEndDelay)); SetState(DanceBattleQuestGameState.InputtingMoves); }
private void SetState(DanceBattleQuestGameState newState) { Screens[(int)currentState].SetActive(value: false); Screens[(int)newState].SetActive(value: true); currentState = newState; switch (newState) { case DanceBattleQuestGameState.ShowingMoves: startTurnSequence(); changeCameraController(getScreenCamera(), getScreenCameraTarget(), hideControls: true); break; case DanceBattleQuestGameState.InputtingMoves: { destroyMoveIcons(); inputMovesList.Clear(); InputMovesTimer.StartCountdown(InputTime); int currentMoveCount = getCurrentMoveCount(); for (int i = 0; i < currentMoveCount; i++) { DanceBattleMoveIcon component = UnityEngine.Object.Instantiate(moveIconPrefab, MoveIconInputContainer.transform, worldPositionStays: false).GetComponent <DanceBattleMoveIcon>(); component.SetState(DanceBattleMoveIcon.MoveIconState.BlankRed); moveIconList.Add(component); } CoroutineRunner.Start(setStateAfterDelay(InputTime, DanceBattleQuestGameState.Results), this, ""); changeCameraController(getDanceCamera(), getDanceCameraTarget(), hideControls: false); break; } case DanceBattleQuestGameState.Results: InputMovesTimer.StopCountdown(); CoroutineRunner.Start(showRoundResults(), this, ""); changeCameraController(getDanceCamera(), getDanceCameraTarget(), hideControls: true); break; } }