void Update() { // Bass if (Input.GetKeyDown("s") || Input.GetKeyDown("d") || Input.GetKeyDown("f")) { isHitting = true; StartCoroutine(Hitting()); if (Conductor.Instance.CheckHit(NoteType.BASS) == true) { screenFlash.Flash(); killable = true; currentKillingType = NoteType.BASS; } } // Treble if (Input.GetKeyDown("j") || Input.GetKeyDown("k") || Input.GetKeyDown("l")) { isHitting = true; StartCoroutine(Hitting()); if (Conductor.Instance.CheckHit(NoteType.TREBLE) == true) { screenFlash.Flash(); killable = true; currentKillingType = NoteType.TREBLE; } } else { isHitting = false; } }
private void ready() { Debug.Assert(state == GameState.Ready); // Reset score scoreCounter.Reset(); // Play reset noise whooshSound.Play(); // Flash screen to hide the UI/backdrop element transitions screenFlash.Flash(0.0, 700.0); // Reset state of game elements bird.Reset(); obstacles.Reset(); // Restart the backdrop elements groundBackdrop.Start(); skyBackdrop.Start(); // Reset the UI elements gameOverSprite.Hide(); logoSprite.Show(); }
public void TakeDamage(float damage) { health.TakeDamage(damage); CheckHealth(); flash.Flash(); }
//OnCollisionEnter will only be called when the other collider has a rigidbody, like our ball has private void OnCollisionEnter(Collision c) { //We know there is only one ScreenFlash script in the scene so its safe to assume the one we get is the one we want ScreenFlash flasher = FindObjectOfType(typeof(ScreenFlash)) as ScreenFlash; //Start the flash flasher.Flash(); }
public override void Die() { base.Die(); Player.playerHealth.SetInvulnerable(8); ScreenFlash.Flash(0.5f); CameraShake.Shake(3f, 1f); LevelHandler.ClearEnemiesAndProjectiles(); spikeContainer.SetActive(false); foreach (GameObject g in turrets) { g.GetComponent <Tile>().isTileEnabled = false; } turretContainer.SetActive(false); }
private void SetPhase(int phase) { curPhase = phase; switch (curPhase) { case 0: curEnemySpawn = slime0Prefab; break; case 1: health = phase1Cutoff; SetShieldStatus(true); ScreenFlash.Flash(0.5f); curEnemySpawn = slime1Prefab; spikeContainer.SetActive(true); break; case 2: health = phase2Cutoff; SetShieldStatus(true); ScreenFlash.Flash(0.5f); curEnemySpawn = slime2Prefab; turretContainer.SetActive(true); foreach (GameObject g in turrets) { g.GetComponent <Tile>().isTileEnabled = true; } break; } }
public void DoScreenFlash() { StartCoroutine(_screenFlash.Flash(_redFlashOfDoom)); }