//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; } }
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; }
private void OnDayTimeChanged(DayTimeEnum value) { image.fillAmount = 1; }
private void Instance_onDayTimeChanged(DayTimeEnum obj) { dayTimeText.gameObject.SetActive(obj == DayTimeEnum.day); }
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); } } }