示例#1
0
        IEnumerator playUpdate()
        {
            //set the timer;
            float gameTimer = this._gameTime;

            while (gameTimer > 0 && !this._isFinish)
            {
                gameTimer -= Time.deltaTime;
                this._timerBar.fillAmount = gameTimer / this._gameTime;
                yield return(null);
            }
            yield return(StartCoroutine(this._uiCtrl.hidePlayUI()));

            yield return(StartCoroutine(this._uiCtrl.hidePlayTipUI()));

            //gane over
            if (this.onGameOver != null)
            {
                this.onGameOver();
            }
            //finish or not?
            if (this._isFinish)
            {
                SeeionDataCtrl.setGamTime(this._gameTime - gameTimer);
                yield return(StartCoroutine(endPhase()));
            }
            else
            {
                yield return(StartCoroutine(overPhase()));
            }
        }
示例#2
0
        IEnumerator playPhase()
        {
            //reset Game Data
            SeeionDataCtrl.restart();
            this._reticle.Hide();
//			this._hctrl.enabled = true;
            yield return(StartCoroutine(this._uiCtrl.showPlayUI()));

            yield return(StartCoroutine(this._uiCtrl.showPlayTipUI()));

            yield return(StartCoroutine(this.playUpdate()));
        }
示例#3
0
 IEnumerator Start()
 {
     SeeionDataCtrl.SetGameType(_gameType);
     yield return(StartCoroutine(startPhase()));
 }