private IEnumerator AnnouncePowerUp(PowerUp powerUp) { powerUpText.GetComponent <TextMeshPro>().text = powerUp.powerUpMessage; yield return(MPAction.ScaleObject(powerUpText, Vector2.zero, Vector2.one, 0.5f, "easeineaseout", false, false, false, false)); yield return(new WaitForSeconds(2f)); StartCoroutine(MPAction.ScaleObject(powerUpText, Vector2.one, Vector2.zero, 0.5f, "easeineaseout", false, false, false, false)); }
protected override IEnumerator EngineBlownRoutine() { engineSmoke.Play(); yield return(MPAction.ScaleObject(engineBlownText, Vector2.zero, Vector2.one, 0.25f, "easeineaseout", false, false, false, false)); yield return(new WaitForSeconds(engineBlownTime - 0.5f)); yield return(MPAction.ScaleObject(engineBlownText, Vector2.one, Vector2.zero, 0.25f, "easeineaseout", false, false, false, false)); engineSmoke.Stop(); }
public IEnumerator PulsateCrashText() { Vector2 startSize = Vector2.one; Vector2 endSize = Vector2.one * 1.25f; float pulsateTime = 0.5f; for (; ;) { yield return(MPAction.ScaleObject(crashText.gameObject, startSize, endSize, pulsateTime, "easeineaseout", false, false, false, false)); yield return(MPAction.ScaleObject(crashText.gameObject, endSize, startSize, pulsateTime, "easeineaseout", false, false, false, false)); } }
private IEnumerator ScaleCloud() { float scaleTime = Random.Range(minTime, maxTime); for (; ;) { yield return(MPAction.ScaleObject(gameObject, minScale, maxScale, scaleTime, "easeineaseout", false, false, false, false)); yield return(MPAction.ScaleObject(gameObject, maxScale, minScale, scaleTime, "easeineaseout", false, false, false, false)); } }
private IEnumerator PulsateIt() { Vector2 startSize = Vector2.one; Vector2 endSize = Vector2.one * 1.25f; float timeForEachPulse = 1f; for (; ;) { yield return(MPAction.ScaleObject(gameObject, startSize, endSize, timeForEachPulse, "easeineaseout", false, false, false, false)); yield return(MPAction.ScaleObject(gameObject, endSize, startSize, timeForEachPulse, "easeineaseout", false, false, false, false)); } }
private IEnumerator BeginRace() { float relativeTimeToDisplayNums = 0.5f; for (int i = 3; i > 0; i--) { countDown.GetComponent <TextMeshPro>().text = i.ToString(); yield return(MPAction.ScaleObject(countDown, Vector2.zero, Vector2.one, countDownTime / 3f * (1f - relativeTimeToDisplayNums) * 0.5f, "easeineaseout", false, false, false, false)); yield return(new WaitForSeconds(countDownTime / 3f * relativeTimeToDisplayNums)); yield return(MPAction.ScaleObject(countDown, Vector2.one, Vector2.zero, countDownTime / 3f * (1f - relativeTimeToDisplayNums) * 0.5f, "easeineaseout", false, false, false, false)); } countDown.SetActive(false); gameState = GameState.gameplay; }