示例#1
0
 private void HoverOnEffect()
 {
     interactableAudio.HoverOnSound();
     glow.DOFillAmount(1, ViewValues.FAST_TIME);
     text.DOText(textToShow, ViewValues.FAST_TIME);
     transform.DOScale(SCALE, ViewValues.FAST_TIME);
 }
    private void UpdateTurnUI(BattleController.Turn turn)
    {
        Color transitionColor = Color.black;

        if (turn == BattleController.Turn.Player)
        {
            transitionColor = Color.blue;
        }
        else
        {
            transitionColor = Color.red;
        }

        float fadeDuration = 0.75f;

        Sequence fadeSequence = DOTween.Sequence();

        fadeSequence
        .Append(turnText.DOFade(0, fadeDuration))
        .Append(turnText.DOText(turn + " Turn", 0))
        .Append(turnText.DOColor(transitionColor, 0))
        .Append(turnText.DOFade(1, fadeDuration));

        //fadeSequence.SetEase(Ease.InFlash);

        buttonsContainer.gameObject.SetActive((turn == BattleController.Turn.Player));

        DeactivatePanel();
        battleController.Attacking = false;
        Pathfinding.DeselectNodes(battleController.Nodes);
    }
示例#3
0
    public IEnumerator BootSequence()
    {
        if (!bypassBoot)
        {
            for (int i = 0; i < BootText.Length; i++)
            {
                if (BootText[i] == "")
                {
                    totalText   += BootText[i] + "\n\n";
                    textBox.text = totalText;
                    yield return(new WaitForSeconds(Random.Range(0.3f, 2f)));
                }
                else
                {
                    totalText += BootText[i] + "\n";
                    Tween doT = textBox.DOText(totalText, 0.7f);

                    yield return(doT.WaitForCompletion());
                }
            }
        }
        yield return(new WaitForSeconds(0.5f));


        isBooted = true;
        FindObjectOfType <GoalManager>().StartTuto();
        FindObjectOfType <FloppyDiskSpawner>().SpawnFloppyDisks();

        PCManager.Instance.StartCoroutine(PCManager.Instance.LateStart());
        this.gameObject.SetActive(false);
    }
示例#4
0
 private void OnEnable()
 {
     _textAnimation = DOTween.Sequence();
     _textAnimation.Append(_text.DOText("", _animationVelocity, true, ScrambleMode.All).SetSpeedBased(true).SetEase(Ease.Linear).From());
     _textAnimation.Join(_text.rectTransform.DOLocalMove((_text.rectTransform.localPosition / 2) * -1f, _animationVelocity).SetSpeedBased(true).SetEase(Ease.Linear));
     _textAnimation.SetLoops(-1, LoopType.Restart);
 }
示例#5
0
    // Start is called before the first frame update
    void Start()
    {
        string str = "New Text <sprite=12_t index=0>.";

        str = "New Text <sprite name=\"Smiling face with smiling eyes\"> .";
        TextMeshProUGUI textMeshProUGUI = GetComponent <TextMeshProUGUI>();

        textMeshProUGUI.text = "";
        textMeshProUGUI.DOText(str, 2).OnComplete(() => {
            Debug.Log("完成");

            textMeshProUGUI.text = "";
            textMeshProUGUI.ForceMeshUpdate();
            string str1 = "New Text <sprite index=0> .";
            textMeshProUGUI.DOText(str, 2).OnComplete(() => { Debug.Log("完成"); });
        });
    }
        public async UniTask Play()
        {
            message.text = "";
            _tween       = message.DOText(_text, _text.Length * perTime)
                           .SetEase(Ease.Linear);

            await _tween;
        }
示例#7
0
        public async UniTask ShowAsync(CancellationToken token)
        {
            await clearText
            .DOText($"clear", _animationTime)
            .SetEase(Ease.Linear)
            .WithCancellation(token);

            await UniTask.Delay(TimeSpan.FromSeconds(_animationTime), cancellationToken : token);
        }
    private void DialogueContinue()
    {
        _alienText.DOText(_alienPhrases[_dialogueProgress], _alienPhrases[_dialogueProgress].Length / 80f, scrambleMode: ScrambleMode.Custom, scrambleChars: " ").SetEase(Ease.Linear).OnComplete(() =>
        {
            _responseCanvasGroup.DOFade(1, 0.2f);
            _responseText.text = _responsePhrases[_dialogueProgress];

            _dialogueProgress++;
        });
    }
        public async UniTask Play()
        {
            glyph.Invisible();

            message.text = "";
            _tween       = message.DOText(_text, _text.Length * perTime)
                           .SetEase(Ease.Linear);

            await _tween;

            glyph.Visible();
        }
示例#10
0
        public void ShowClear()
        {
            stageText.enabled = true;
            ActivateLevelText(false);
            stageText.text = $"";
            DOTween.Sequence()
            .AppendInterval(CommonViewConfig.FADE_TIME)
            .Append(stageText
                    .DOText($"game clear", CommonViewConfig.LOAD_INTERVAL * 0.5f)
                    .SetEase(Ease.Linear));

            _seController.DelayPlaySeAsync(SeType.GameClear, CommonViewConfig.FADE_TIME, _token).Forget();
        }
示例#11
0
    public void Set()
    {
        delta.gameObject.SetActive(false);
        seq       = DOTween.Sequence();
        text      = transform.Find("Text").GetComponentInChildren <TextMeshProUGUI>();
        text.text = "";
        string s = "時間を固定にしてしまうと、" +
                   "文字数が少ないときと多いときで表示されるスピード感が全然ちがってしまうので、" +
                   "文字数 × 1文字表示にかかる時間 という感じでやってます。";

        seq.Append(text.DOText(s, s.Length * 0.05f).SetEase(Ease.Linear)
                   .OnComplete(() => { delta.gameObject.SetActive(true); }));
        ;
    }
示例#12
0
 public void PopulateWithInfo(DialogueTree.DialogueNode node)
 {
     NodeText.text = "";
     foreach (Transform t in OptionsContainer.transform)
     {
         Destroy(t.gameObject);
     }
     Name.text = node.Title;
     NodeText.DOText(node.Context, 0.8f);
     if (node.Options != null && node.Options.Count > 0)
     {
         foreach (DialogueTree.DialogueOption option in node.Options)
         {
             UIDialogueOption o = Instantiate(optionGo, OptionsContainer.transform).GetComponent <UIDialogueOption>();
             o.NextNodeId = option.NodeId;
             o.Dialogue   = this;
             o.PopulateWithInfo(option.Context);
         }
     }
     else
     {
         Exit();
     }
 }
示例#13
0
 private void SetInfoText(string text)
 {
     InfoText.text = "";
     InfoText.DOText(text, text.Length * 0.01f).SetEase(Ease.Linear).Play();
 }
示例#14
0
 public void StartTuto()
 {
     text.DOText(Tutorials[index], 2.0f);
 }
示例#15
0
 public void StartCountdown()
 {
     DOTween.Sequence().Append(countdownText.DOText("3", 1)).Append(countdownText.DOText("2", 1))
     .Append(countdownText.DOText("1", 1)).OnComplete(OnCountDownFinish);
 }
示例#16
0
 private void PlayAnimationOnce()
 {
     text.text = "";
     text.DOText(loginText, speed / 2);
 }
示例#17
0
    public void NextIntroDialogue()
    {
        if (shouldNotAdvance)
        {
            return;
        }
        dialogueIndex++;
        dialogueCanvas.SetActive(true);
        dialogueTMP.text = "";
        float cooldownDuration = 1.5f;

        continueText.SetActive(false);
        switch (dialogueIndex)
        {
        case 0:
            dialogueTMP.DOText("Finally moved into my own place!", 1f).SetEase(Ease.InSine);
            break;

        case 1:
            dialogueTMP.DOText("The first order of business is to get a kitty!", 1f).SetEase(Ease.InSine);
            break;

        case 2:
            dialogueTMP.DOText("Now...how do I get one...?", 1f).SetEase(Ease.InSine);
            break;

        case 3:
            dialogueTMP.DOText("Of course!", 0.5f).SetEase(Ease.InSine);
            break;

        case 4:
            dialogueTMP.DOText("I just need to collect 9 cat souls!", 1f).SetEase(Ease.InSine);
            break;

        case 5:
            dialogueTMP.DOText("But where to find them?", 1f).SetEase(Ease.InSine);
            break;

        case 6:
            dialogueTMP.DOText("...!", 1f).SetEase(Ease.InSine);
            FindObjectOfType <VirtualCameraController>().SwitchToVirtualCam(2);   // Zoom into crystal ball
            ShowTinyRoom();
            cooldownDuration = 2.5f;
            break;

        case 7:
            dialogueTMP.DOText("Ah! Thank you, Crystal Ball.", 1f).SetEase(Ease.InSine);
            break;

        case 8:
            dialogueTMP.DOText("An abandoned house would be purr-fect! Teehee!", 1f).SetEase(Ease.InSine);
            break;

        default:
            dialogueCanvas.SetActive(false);    //Close dialogue box
            continueText.SetActive(false);
            GameManager.instance.LoadLevel();   //Load first level
            GameManager.instance.SetGameState(GameManager.GameState.gameStarting);
            //Reset index
            dialogueIndex = -1;
            break;
        }
        StartCoroutine(StoryCooldown(cooldownDuration));
    }
示例#18
0
 public void UpdateCoinsAmount(int newCoinValue)
 {
     m_CoinsAmount.DOKill();
     m_CoinsAmount.DOText("" + newCoinValue, 0.5f, false, ScrambleMode.Numerals, "0123456789");
 }
示例#19
0
 private void DisplayAnswerText(TextMeshProUGUI displayText, string textToDisplay)
 {
     displayText.DOText(textToDisplay, animSpeed);
 }
示例#20
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 public void DoText(string text)
 {
     Play(tmpText.DOText(text, Time, richTextEnabled, scrambleMode, scrambleChars));
 }