示例#1
0
        public void DisplayDialogues(string[] dialogues)
        {
            _currentDialogues     = dialogues;
            _currentDialogueIndex = 0;
            _dialogueActive       = true;
            _dialogueTimerWait    = _timeBetweenMultipleDialogues;
            _dialogueComplete     = false;

            _speechTextTyper.UpdateText(_currentDialogues[_currentDialogueIndex]);
            _speechTextTyper.StartTyping();

            _speechBubbleAnimator.SetBool(DialogueDisplayParam, true);
        }
示例#2
0
        private void HandleSceneFadeIn()
        {
            _fader.OnFadeInComplete -= HandleSceneFadeIn;

            _gameName.StartTyping();
            _gameName.OnTypingCompleted += HandleTextTypingComplete;
        }
示例#3
0
        private void Start()
        {
            sceneFader.OnFadeOutComplete += HandleSceneFadeOut;
            sceneFader.StartFadeIn(true);

            _colorGrading = postProcessVolume.profile.GetSetting <ColorGrading>();
            _cameraGrain  = postProcessVolume.profile.GetSetting <Grain>();

            _currentSwitchTime = glitchSwitchTime;

            titleTyper.StartTyping();
        }
        private void HandleSceneFadeIn()
        {
            sceneFader.OnFadeInComplete -= HandleSceneFadeIn;

            if (GameOverSceneData.PlayerCollectedAllAbilities)
            {
                sceneTyper.UpdateText(successText);
            }
            else
            {
                sceneTyper.UpdateText(failText);
            }

            sceneTyper.StartTyping();
        }
示例#5
0
 private void ShowText(string battleText)
 {
     _gameState = GameState.TypingText;
     _descriptionLabel.StartTyping(this, battleText, 0.04f, 2.0f);
 }
示例#6
0
 private void HandleSceneFadeIn()
 {
     _currentCountdownTime = _waitTimer;
     _gameOverTyper.StartTyping();
     _gameOverTyper.OnTypingCompleted += HandleTypingComplete;
 }
示例#7
0
 public void DisplayMenu(string loseText)
 {
     //TODO use animation
     gameObject.SetActive(true);
     _textTyper.StartTyping(this, loseText, 0.4f, 1.5f);
 }
 private void HandleFadeInComplete()
 {
     _sceneActive = true;
     _letterTyper1.StartTyping();
 }