private void InstanceStartDanceMode(PCDanceAction pcDanceAction) { // First we request garbage collection. This way hopefully, there will be // no carbage collection while minigame is on. System.GC.Collect(); this.pcDanceAction = pcDanceAction; beatMarkers = new ArrayList(); //lastUpdate = GameTime.GetRealTimeSecondsPassed(); currentBeat=0; hotMode=false; hotModeBeat=0; lastBeat=-1; beat=0; coreographyEnded = false; danceModeEnded = false; successesInRow=0; score=0; correntHits=0; errors=0; lastMissPressTime = Time.time; lastPressTime = Time.time; //myPaused=false; //sceneLightDefaultColor=sceneLight.color; //sceneLightDefaultIntensity=sceneLight.intensity; GameTime.SetGUIVisible(false); pc = CharacterManager.GetPC(); if(PlayerPrefs.GetInt("ToolTip") == 1) { state = STATES.SHOW_QUICK_HELP; dialogEnabledTime = Time.time; } else { state = STATES.MINIGAME; StartTheBeat(); } TaskHelp.Hide(); CameraController.SetDanceCameraAngle(); }
public static void StartDanceMode(PCDanceAction pcDanceAction) { instance.InstanceStartDanceMode(pcDanceAction); }