// MoveOut all primary buttons public void HideAllGUIs() { // MoveOut all primary buttons m_CenterButtons.MoveOut(GSui.eGUIMove.SelfAndChildren); // MoveOut all side bars if (m_Bar1_IsOn == true) { m_Bar1.MoveOut(GSui.eGUIMove.SelfAndChildren); } if (m_Bar2_IsOn == true) { m_Bar2.MoveOut(GSui.eGUIMove.SelfAndChildren); } if (m_Bar3_IsOn == true) { m_Bar3.MoveOut(GSui.eGUIMove.SelfAndChildren); } if (m_Bar4_IsOn == true) { m_Bar4.MoveOut(GSui.eGUIMove.SelfAndChildren); } // MoveOut m_Title1 and m_Title2 StartCoroutine(HideTitleTextMeshes()); }
public void BackToMain() { LevelSelect.MoveOut(GUIAnimSystem.eGUIMove.SelfAndChildren); LevelContainer.MoveOut(GUIAnimSystem.eGUIMove.SelfAndChildren); Back.MoveOut(GUIAnimSystem.eGUIMove.SelfAndChildren); StartCoroutine(TitleScreenEnter(0.75f)); }
public void EnterSelectLevel() { Title.MoveOut(GUIAnimSystem.eGUIMove.SelfAndChildren); PlayGame.MoveOut(GUIAnimSystem.eGUIMove.SelfAndChildren); Resume.MoveOut(GUIAnimSystem.eGUIMove.SelfAndChildren); StartCoroutine(SelectLevelEnter(0.5f)); }
// MoveOut all primary buttons public void HideAllGUIs() { // MoveOut all primary buttons m_PrimaryButton1.MoveOut(GSui.eGUIMove.SelfAndChildren); m_PrimaryButton2.MoveOut(GSui.eGUIMove.SelfAndChildren); m_PrimaryButton3.MoveOut(GSui.eGUIMove.SelfAndChildren); m_PrimaryButton4.MoveOut(GSui.eGUIMove.SelfAndChildren); m_PrimaryButton5.MoveOut(GSui.eGUIMove.SelfAndChildren); // MoveOut all secondary buttons if (m_Button1_IsOn == true) { m_SecondaryButton1.MoveOut(GSui.eGUIMove.SelfAndChildren); } if (m_Button2_IsOn == true) { m_SecondaryButton2.MoveOut(GSui.eGUIMove.SelfAndChildren); } if (m_Button3_IsOn == true) { m_SecondaryButton3.MoveOut(GSui.eGUIMove.SelfAndChildren); } if (m_Button4_IsOn == true) { m_SecondaryButton4.MoveOut(GSui.eGUIMove.SelfAndChildren); } if (m_Button5_IsOn == true) { m_SecondaryButton5.MoveOut(GSui.eGUIMove.SelfAndChildren); } // MoveOut m_Title1 and m_Title2 StartCoroutine(HideTitleTextMeshes()); }
// MoveOut m_Dialog public void HideAllGUIs() { // MoveOut m_Dialog m_Dialog.MoveOut(GSui.eGUIMove.SelfAndChildren); // MoveOut m_Title1 and m_Title2 StartCoroutine(HideTitleTextMeshes()); }
// MoveOut all dialogs and buttons public void HideAllGUIs() { // MoveOut all dialogs m_Dialog.MoveOut(GSui.eGUIMove.SelfAndChildren); m_DialogButtons.MoveOut(GSui.eGUIMove.SelfAndChildren); // MoveOut all buttons m_Button1.MoveOut(GSui.eGUIMove.SelfAndChildren); m_Button2.MoveOut(GSui.eGUIMove.SelfAndChildren); m_Button3.MoveOut(GSui.eGUIMove.SelfAndChildren); m_Button4.MoveOut(GSui.eGUIMove.SelfAndChildren); // MoveOut m_Title1 and m_Title2 StartCoroutine(HideTitleTextMeshes()); }
IEnumerator HideMSG(GAui pGUIANimFREE) { // Creates a yield instruction to wait for a given number of seconds // http://docs.unity3d.com/400/Documentation/ScriptReference/WaitForSeconds.WaitForSeconds.html yield return(new WaitForSeconds(2.5f)); if (pGUIANimFREE.gameObject.activeSelf == false) { pGUIANimFREE.gameObject.SetActive(true); } // Play Move Out animation pGUIANimFREE.MoveOut(); // Stop particles in the hierarchy of given transfrom GSui.Instance.StopParticle(pGUIANimFREE.transform); // Enable GraphicRaycasters of Canvas in m_Gameplay // http://docs.unity3d.com/Manual/script-GraphicRaycaster.html GSui.Instance.SetGraphicRaycasterEnable(m_Gameplay, true); // Creates a yield instruction to wait for a given number of seconds // http://docs.unity3d.com/400/Documentation/ScriptReference/WaitForSeconds.WaitForSeconds.html yield return(new WaitForSeconds(1.5f)); // Play MoveIn animation GSui.Instance.MoveIn(m_PanelForButtons.transform, true); }
public void UnStep() { maskPanel.alpha = 0f; AdvanceButton.gameObject.SetActive(true); // Unroll player action for (int i = 0; i < Players.transform.childCount; i++) { Players.transform.GetChild(i).position = PlayerPosRecorder [i]; Players.transform.GetChild(i).gameObject.SetActive(PlayerAvailableRecorder [i]); Players.transform.GetChild(i).eulerAngles = PlayerRotRecorder [i]; Players.transform.GetChild(i).gameObject.GetComponent <PlayerControl> ().lockMove = false; Players.transform.GetChild(i).gameObject.GetComponent <PlayerControl> ().startMoving = false; } foreach (Transform road in Roads.transform) { road.gameObject.GetComponent <RoadControl> ().unstep(); } // Advance Step Number stepNumber++; if (stepNumber > maxStepNumber) { StepNum.color = Color.red; } StepNum.text = stepNumber.ToString() + " / " + maxStepNumber.ToString(); // Unroll change Number changed = 0; ChangeNum.text = changed.ToString() + " / " + maxChangeTime.ToString(); passedTraffic = lastPassedTraffic; ResultPanel.MoveOut(GUIAnimSystem.eGUIMove.SelfAndChildren); BackwardButton.interactable = false; }
IEnumerator Show_MSG_GameOver() { // Disable GraphicRaycasters of Canvas in m_Gameplay // http://docs.unity3d.com/Manual/script-GraphicRaycaster.html GSui.Instance.SetGraphicRaycasterEnable(m_Gameplay, false); m_Gameplay_MSG_GameOver.gameObject.SetActive(true); // Play MoveIn animation m_Gameplay_MSG_GameOver.MoveIn(); // Play particles in the hierarchy of given transfrom GSui.Instance.PlayParticle(m_Gameplay_MSG_GameOver.transform); // Creates a yield instruction to wait for a given number of seconds // http://docs.unity3d.com/400/Documentation/ScriptReference/WaitForSeconds.WaitForSeconds.html yield return(new WaitForSeconds(4.0f)); m_Gameplay_MSG_GameOver.gameObject.SetActive(true); // Play Move Out animation m_Gameplay_MSG_GameOver.MoveOut(); // Keep particles stay alive until it finished playing. GSui.Instance.DontDestroyParticleWhenLoadNewScene(m_Gameplay_MSG_GameOver.transform, true); // Load next scene according to orientation of current scene. string CurrentLevel = Application.loadedLevelName; string OrientationName = "Portrait"; if (CurrentLevel.Contains("Landscape") == true) { OrientationName = "Landscape"; } GSui.Instance.LoadLevel("ToonyPRO Demo 03 - " + OrientationName + " - Level Select", 1.0f); }
public void Button_NextPage() { UIPT_PRO_SoundController.Instance.Play_SoundClick(); if (m_CurrentPage != 1) { m_Page1.m_MoveOut.Enable = false; m_Page1.m_MoveIn.Enable = true; m_Page1.m_MoveIn.MoveFrom = GAui.ePosMove.RightScreenEdge; m_Page1.m_MoveIn.Time = 1.5f; m_Page1.m_MoveIn.Delay = 0; m_Page1.Reset(); // Reset all animations' information of before replay m_Page1.MoveIn(GUIAnimSystem.eGUIMove.Self); // Play MoveIn animation m_Page_0_Dot.gameObject.GetComponent <Image>().color = new Color(0.4f, 0.4f, 0.4f, 0.4f); m_Page0.m_MoveIn.Enable = false; m_Page0.m_MoveOut.Enable = true; m_Page0.m_MoveOut.MoveTo = GAui.ePosMove.LeftScreenEdge; m_Page0.m_MoveOut.Time = 1.5f; m_Page0.m_MoveOut.Delay = 0; m_Page0.Reset(); // Reset all animations' information of before replay m_Page0.MoveOut(GUIAnimSystem.eGUIMove.Self); // Play Move Out animation m_Page_1_Dot.gameObject.GetComponent <Image>().color = new Color(1, 1, 0, 1); } m_CurrentPage++; UpdateArrowButtons(); }
public void OnClickContinue() { StartCoroutine(PrepareQuestion()); blackBG.SetActive(false); continuePanel.MoveOut(); }
// When the user click continue public void OnClickContinue() { black.SetActive(false); continueWindow.MoveOut(); StartCoroutine(GameContinue()); }
// === Button Region === // // On Close Welcome button public void OnClickWelcomeTutorialPanel() { MCTutorial.Instance.finger.SetActive(true); welcomeTutorialPanel.MoveOut(); welcomeTutorialPanel.gameObject.transform.parent.GetComponent <Image>().enabled = false; }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { if (curActivePanel == activatePanel.gameObject) { activatePanel.MoveOut(); blackBG.SetActive(false); curActivePanel = menuPanel; } else { blackBG.SetActive(true); exitPanel.GetComponent <GAui>().MoveIn(); curActivePanel = exitPanel; } } }
// MoveOut m_Title1 and m_Title2 IEnumerator HideTitleTextMeshes() { yield return(new WaitForSeconds(1.0f)); // MoveOut m_Title1 and m_Title2 m_Title1.MoveOut(GSui.eGUIMove.Self); m_Title2.MoveOut(GSui.eGUIMove.Self); // MoveOut m_TopBar and m_BottomBar m_TopBar.MoveOut(GSui.eGUIMove.SelfAndChildren); m_BottomBar.MoveOut(GSui.eGUIMove.SelfAndChildren); }
// MoveOut all primary buttons public void HideAllGUIs() { m_TopLeft_A.MoveOut(GSui.eGUIMove.SelfAndChildren); m_BottomLeft_A.MoveOut(GSui.eGUIMove.SelfAndChildren); m_RightBar_A.MoveOut(GSui.eGUIMove.Self); if (m_TopLeft_IsOn == true) { m_TopLeft_B.MoveOut(GSui.eGUIMove.SelfAndChildren); } if (m_BottomLeft_IsOn == true) { m_BottomLeft_B.MoveOut(GSui.eGUIMove.SelfAndChildren); } if (m_RightBar_IsOn == true) { m_RightBar_B.MoveOut(GSui.eGUIMove.SelfAndChildren); } // MoveOut m_Title1 and m_Title2 StartCoroutine(HideTitleTextMeshes()); }
public void FoldMenu() { if (MenuMoveIn) { RestartButton.MoveIn(GUIAnimSystem.eGUIMove.SelfAndChildren); HomeButton.MoveIn(GUIAnimSystem.eGUIMove.SelfAndChildren); } else { RestartButton.MoveOut(GUIAnimSystem.eGUIMove.SelfAndChildren); HomeButton.MoveOut(GUIAnimSystem.eGUIMove.SelfAndChildren); } MenuMoveIn = !MenuMoveIn; }
IEnumerator ShowQuestions() { yield return(new WaitForSeconds(0.2f)); readyImg.MoveIn(); yield return(new WaitForSeconds(1)); readyImg.MoveOut(); yield return(new WaitForSeconds(1)); OnClickQuestion(arr[qIndex]); }
IEnumerator ReadyPanel() { if (!readyPanel.gameObject.activeInHierarchy) { readyPanel.gameObject.SetActive(true); } yield return(new WaitForSeconds(0.2f)); readyPanel.MoveIn(); yield return(new WaitForSeconds(1f)); readyPanel.MoveOut(); // Start generating questions StartCoroutine(PrepareQuestion()); }
// Show and add +1 trophy when the player get 3 stars. IEnumerator ShowTrophy() { yield return(new WaitForSeconds(0.5f)); trophiImage.gameObject.SetActive(true); particle.SetActive(false); particle.SetActive(true); trophiImage.MoveIn(); celebrateAudioSource.clip = celebrateSound; celebrateAudioSource.Play(); yield return(new WaitForSeconds(3)); celebrateAudioSource.clip = trophyMoveOut; celebrateAudioSource.Play(); trophiImage.MoveOut(); ResetScore(); yield return(new WaitForSeconds(1f)); // Increase trophy count trophyCount++; PlayerPrefs.SetInt("LPL_TrophyCount", trophyCount); trophyCountText.text = trophyCount.ToString(); yield return(new WaitForSeconds(0.5f)); // Ask the user to start next round. //OnClickQuestion(arr[qIndex]); black.SetActive(true); continueWindow.MoveIn(); }
IEnumerator IncStar() { yield return(new WaitForSeconds(1.2f)); if (isCorrect) { isCorrect = false; // Increase star count stars[starCount - 1].sprite = starSpecial; starParticles[starCount - 1].SetActive(true); audioSource.clip = starSound; audioSource.Play(); // Check and reset stars. if (starCount == stars.Length) { trophyParticle.SetActive(false); trophyParticle.SetActive(true); audioSource.clip = trophySound; audioSource.Play(); trophy.transform.localPosition = new Vector2(-226, 0); if (!trophy.gameObject.activeInHierarchy) { trophy.gameObject.SetActive(true); } // Show Trophy trophy.MoveIn(); Destroy(curObject); yield return(new WaitForSeconds(1.5f)); trophy.MoveOut(); for (int i = 0; i < stars.Length; i++) { stars[i].sprite = starNormal; starParticles[i].SetActive(false); } starCount = 0; yield return(new WaitForSeconds(1)); trophyCount++; PlayerPrefs.SetInt("TrophyCount", trophyCount); trophyText.text = trophyCount.ToString(); blackBG.SetActive(true); if (!continuePanel.gameObject.activeInHierarchy) { continuePanel.gameObject.SetActive(true); } continuePanel.MoveIn(); } } }