示例#1
0
 //Tutaj budzi sie przeciwnik
 private void Instance_onDayTimeChanged(DayTimeEnum obj)
 {
     isDormant = obj == DayTimeEnum.day;
     if (obj == DayTimeEnum.night)
     {
         bubble.gameObject.SetActive(false);
     }
 }
 private void OnDayTimeChanged(DayTimeEnum value)
 {
     openShop.gameObject.SetActive(value == DayTimeEnum.day);
     closeShop.gameObject.SetActive(value == DayTimeEnum.night);
     close.gameObject.SetActive(value == DayTimeEnum.night);
     frameOpen.gameObject.SetActive(value == DayTimeEnum.day);
     frameClose.gameObject.SetActive(value == DayTimeEnum.night);
 }
 private void Instance_onDayTimeChanged(DayTimeEnum obj)
 {
     if (obj == DayTimeEnum.day)
     {
         mainCamera.backgroundColor = dayBackgroundColor;
     }
     else
     {
         mainCamera.backgroundColor = nightBackgroundColor;
     }
 }
示例#4
0
 private void OnDayTimeChanged(DayTimeEnum value)
 {
     if (value == DayTimeEnum.day)
     {
         SetShop();
     }
     else
     {
         for (int slot = 0; slot < items.Count; slot++)
         {
             slots[slot].ReturnToSlot();
         }
     }
     slotPlace.SetActive(value == DayTimeEnum.day);
 }
    private IEnumerator ProgressLevelCoroutine(Transform teleportPoint)
    {
        canProgressLevel = false;
        Player.instance.state.canMove = false;
        Player.instance.SetHealth(Player.instance.health + 1);
        if (!firsttime)
        {
            CameraManager.instance.RequestCameraFade(0.2f, true);
            yield return(new WaitForSeconds(0.4f));

            CameraManager.instance.RequestCameraFade(0.2f, false);
            gameplayCamera.gameObject.SetActive(false);
            levelEndCamera.gameObject.SetActive(true);
            allanimator.Play(0);
            heroAnimator.SetBool("IsWalking", true);
            yield return(new WaitForSeconds(4f));

            CameraManager.instance.RequestCameraFade(0.4f, true);
            yield return(new WaitForSeconds(1.5f));

            gameplayCamera.gameObject.SetActive(true);
            levelEndCamera.gameObject.SetActive(false);
        }

        levelNumber++;
        onPassChanged(levelNumber);

        if (levelNumber == maxLevelNumber)
        {
            GameWin();
            yield break;
        }

        yield return(new WaitForSeconds(0.6f));

        CameraManager.instance.RequestCameraFade(0.4f, false);
        Player.instance.gameObject.transform.position = teleportPoint.position;
        firsttime = false;

        currentDayTime = DayTimeEnum.day;
        onDayTimeChanged(currentDayTime);
        yield return(new WaitForSeconds(0.5f));

        var waitEOF = new WaitForEndOfFrame();

        timeLeft = dayDuration;
        while (timeLeft > 0)
        {
            onDayTimeLeftChanged(timeLeft);
            yield return(waitEOF);

            timeLeft -= Time.deltaTime;
        }

        currentDayTime = DayTimeEnum.night;
        onDayTimeChanged(currentDayTime);
        yield return(new WaitForSeconds(0.5f));

        for (int i = 0; i < Inventory.instance.grid.gridSize.y; i++)
        {
            for (int ii = 0; ii < Inventory.instance.grid.gridSize.x; ii++)
            {
                Inventory.instance.grid.slotPrefabs[ii + i * 9].GetComponent <Image>().color = Color.white;
            }
        }
        Player.instance.state.canMove = true;
        canProgressLevel = true;
    }
示例#6
0
 private void OnDayTimeChanged(DayTimeEnum value)
 {
     image.fillAmount = 1;
 }
 private void Instance_onDayTimeChanged(DayTimeEnum obj)
 {
     dayTimeText.gameObject.SetActive(obj == DayTimeEnum.day);
 }
示例#8
0
    private void Instance_onDayTimeChanged(DayTimeEnum obj)
    {
        if (bouncesToDelete == null || bouncesToDelete.Length == 0)
        {
            bouncesToDelete = GameManager_old.FindObjectsOfType <OutputVolume>();
        }

        if (obj == DayTimeEnum.day)
        {
            foreach (var bounce in bouncesToDelete)
            {
                bounce.enabled = false;
            }

            foreach (var sprite in spritesToDim)
            {
                sprite.color = new Color(0.2f, 0.2f, 0.2f);
            }

            foreach (var sprite in spritesToFlip)
            {
                sprite.transform.localScale = new Vector3(1, -1, 1);
            }

            foreach (var go in dayOnlyGameObjects)
            {
                go.SetActive(true);
            }

            foreach (var go in nightOnlyGameObjects)
            {
                go.SetActive(false);
            }
        }
        else
        {
            foreach (var bounce in bouncesToDelete)
            {
                bounce.enabled = true;
            }

            foreach (var sprite in spritesToDim)
            {
                sprite.color = Color.white;
            }

            foreach (var sprite in spritesToFlip)
            {
                sprite.transform.localScale = new Vector3(1, 1, 1);
            }

            foreach (var go in dayOnlyGameObjects)
            {
                go.SetActive(false);
            }

            foreach (var go in nightOnlyGameObjects)
            {
                go.SetActive(true);
            }
        }
    }