public virtual void StartInterface()
 {
     gameObject.SetActive(true);
     if (!IsActive)
     {
         UIAnim.Play("start");
     }
     IsActive = true;
 }
示例#2
0
    private void Start()
    {
        currentText.text = GetMainText();

        anim = new ScaleAnim(dropDown);

        visible = false;

        buttons[GetUnactivePos()].SetActive(false);
    }
示例#3
0
    IEnumerator LevelTransitionAnimation()
    {
        // 3
        foreach (UIAnimationScript UIAnim in CountDownThreeAnim)
        {
            yield return(new WaitForSeconds(.01f));

            UIAnim.MakeActive();
        }
        yield return(new WaitForSeconds(1f));

        //2
        foreach (UIAnimationScript UIAnim in CountDownThreeAnim)
        {
            yield return(new WaitForSeconds(.01f));

            UIAnim.MakeDeActive();
        }
        foreach (UIAnimationScript UIAnim in CountDownTwoAnim)
        {
            yield return(new WaitForSeconds(.01f));

            UIAnim.MakeActive();
        }
        yield return(new WaitForSeconds(1f));

        //1
        foreach (UIAnimationScript UIAnim in CountDownTwoAnim)
        {
            yield return(new WaitForSeconds(.01f));

            UIAnim.MakeDeActive();
        }
        foreach (UIAnimationScript UIAnim in CountDownOneAnim)
        {
            yield return(new WaitForSeconds(.01f));

            UIAnim.MakeActive();
        }
        yield return(new WaitForSeconds(1f));

        lockedIn = true;
        Component[] TransistionArray;
        TransistionArray = LevelTransistionHolder.GetComponentsInChildren <UIAnimationScript> ();
        SPS.PlayButtonLevelTransition();
        foreach (UIAnimationScript UIAnim in TransistionArray)
        {
            yield return(new WaitForSeconds(.01f));

            UIAnim.MakeActive();
        }
        yield return(new WaitForSeconds(.5f));

        Application.LoadLevel(3);
    }
    IEnumerator LevelTransitionAnimation()
    {
        Component[] TransistionArray;
        TransistionArray = LevelTransistionHolder.GetComponentsInChildren <UIAnimationScript> ();
        foreach (UIAnimationScript UIAnim in TransistionArray)
        {
            yield return(new WaitForSeconds(.01f));

            UIAnim.MakeActive();
        }
    }
示例#5
0
    public void takeAPeek()
    {
        rouletteminScript currentPlayerScript = playerLogic.currentPlayers[0].GetComponent <rouletteminScript>();

        currentPlayerScript.peekLeft--;
        SyncUIBullets();
        UIAnim.SetBool("Peek Up", true);
        Invoke("UIBackDown", 3);
        giveReadout();
        playerLogic.checkButtons();
    }
示例#6
0
 void ClearNumbers()
 {
     foreach (UIAnimationScript UIAnim in CountDownThreeAnim)
     {
         UIAnim.MakeDeActive();
     }
     foreach (UIAnimationScript UIAnim in CountDownTwoAnim)
     {
         UIAnim.MakeDeActive();
     }
     foreach (UIAnimationScript UIAnim in CountDownOneAnim)
     {
         UIAnim.MakeDeActive();
     }
 }
示例#7
0
        protected override void OnEditorSetting()
        {
            base.OnEditorSetting();

            if (!this.anim)
            {
                this.anim = this.FindComponent <UIAnim>();
            }

            var sprAnim = this.FindComponent <SpriteAnimation>();

            if (sprAnim && this.Pool)
            {
                sprAnim.SetSprites(((UIAnimImagePool)this.Pool).Sprites);
            }
        }
    protected IEnumerator HookAnimationFinished(string animName, Action finishAction)
    {
        yield return(null);

        UIAnim.Play(animName);

        //while (true)
        //{
        //    yield return null;

        //    if (UIAnim.GetCurrentAnimatorStateInfo(0).normalizedTime > 0.95f)
        //    {
        //        finishAction?.Invoke();
        //        break;
        //    }
        //}

        gameObject.SetActive(false);
    }
示例#9
0
 void Start()
 {
     anim = new ScaleAnim(this.GetComponent <RectTransform>());
 }
示例#10
0
 void UIBackDown()
 {
     UIAnim.SetBool("Peek Up", false);
 }