private IEnumerator DisplaySequence(UIDisplay uiDisplay) { HideAll(); DecideIfShowTransition(uiDisplay); var timer = 0.0f; while (timer < HidingTime) { yield return(null); timer += Time.deltaTime; } HideAllInstantly(); uiGroups.TryGetValue(uiDisplay, out currentUIGroup); Assert.IsNotNull(currentUIGroup, "UIGroup not found:" + uiDisplay + " currentUIGroup:" + currentUIGroup); currentUIGroup.Show(); // Level loading does not put away the transition, it is put away by the gameplay PutAwayTransition(); yield return(new WaitForSeconds(0.5f)); if (uiDisplay == UIDisplay.MainMenu) { // don't do this until the screen is covered with the transition CoreGameControl.DisableGameRenderers(); CoreConnector.CameraControl.DisableGameCamera(); CoreConnector.CameraControl.DisableVisuals(); } }
// Use this for initialization IEnumerator Start() { uiDisplay = gameObject.GetComponent <UIDisplay> (); getPage(); uiDisplay.getCountData(catName, (int count) => { if (count > 0) { //StartCoroutine (delayAddPage ()); GetComponent <Animation> ().Play("openBook"); if (count == 1) { StartCoroutine(uiDisplay.LoadBookData(bookLeftImg, bookLeftText, curPageNumber, catName, true)); } else if (count >= 2) { StartCoroutine(uiDisplay.LoadBookData(bookLeftImg, bookLeftText, curPageNumber, catName, true)); StartCoroutine(uiDisplay.LoadBookData(pageLeftImg, pageLeftText, nextPageNumber, catName, false)); } } else { bookActive.SetActive(true); StartCoroutine(delayAddPage()); } }); yield return(new WaitForSeconds(3f)); bookActive.SetActive(false); animationAvailable = true; }
// Use this for initialization void Start () { if (!Score_Tracker) { //If ScoreTracker is not set somewhere Score_Tracker = GameObject.Find("Canvas").GetComponent<UIDisplay>(); //Set the score tracker to the UIDisplay script on the canvas } Time.timeScale = 1;//Set Timescale to 1 to undo stop from previous games anim = GetComponent<Animator>(); }
// Use this for initialization void Start () { t = GetComponent<Transform>(); //Get transform of the object, used to represent its position and "center" of shockwave Score_Tracker = GameObject.Find("Canvas").GetComponent<UIDisplay>(); //Get the script that tracks the score on the Canvas for UI display ShockWaveAttack(rad); //As soon as the shockwave is "spawned", use the function for its attack Instantiate(shockwave, transform.position, Quaternion.identity); }
// private void Awake() { // SetupSingleton(); // } void Start() { ui = FindObjectOfType <UIDisplay>(); winLabel.SetActive(false); loseLabelOne.SetActive(false); loseLabelTwo.SetActive(false); ui.ShowScore(score); }
public float rad = 50f; //Use a huge radius with Shockwave Programming to envelop screen // Use this for initialization void Start () { t = GetComponent<Transform>(); //Get transform of the object, used to represent its position and "center" of shockwave Score_Tracker = GameObject.Find("Canvas").GetComponent<UIDisplay>(); //Get the script that tracks the score on the Canvas for UI display GameObject.Find("ScreenFlash").GetComponent<FlashScript>().FlashOn(); //Trigger the flash effect ScreenNukeAttack(rad); //As soon as the shockwave is "spawned", use the function for its attack }
void HighlightVisual(bool value, UIDisplay display) { Color color = value ? colorFront : colorBack; display.box.GetComponent <RawImage>().color = color; display.arrow.SetActive(!value); display.title.GetComponent <RawImage>().color = color; display.title.interactable = !value; }
private void SetDisplays() { UIDisplay previousBox = GetBoxByState(previousState); UIDisplay currentBox = GetBoxByState(state); HighlightVisual(false, previousBox); HighlightVisual(true, currentBox); SetDrawOrder(currentBox.box.transform, previousBox.box.transform); }
public void Display(UIDisplay uiDisplay) { if (coroutine != null) { StopCoroutine(coroutine); } coroutine = DisplaySequence(uiDisplay); StartCoroutine(coroutine); }
void Start() { defenderParent = GameObject.Find("Defenders"); starDisplay = GameObject.FindObjectOfType <UIDisplay>(); if (!defenderParent) { defenderParent = new GameObject("Defenders"); } }
void Start() { m_Camera.transform.position = m_CamOffset; m_CameraControl = m_Camera.GetComponent <CameraControl>(); // Disable camera control to not interfere with the starting screen m_CameraControl.enabled = false; // Get UI component to display text on screen uidisplay = m_Display.GetComponent <UIDisplay>(); // Get audio source for background music and winning sound audioSource = GetComponent <AudioSource>(); }
// Use this for initialization void Start () { t = GetComponent<Transform>(); //Get Transform of this shot GameObject Shot_start = transform.position; Score_Tracker = GameObject.Find("Canvas").GetComponent<UIDisplay>(); Dabba_Loc = GameObject.Find("Dabba").GetComponent<Transform>(); //Get the Transform of Dabba at the time the shot is spawned Dabba_start = Dabba_Loc.position; //Get Dabba's position when the projectile is spawned direction = (Dabba_start - Shot_start).normalized; t.position = new Vector3(t.position.x, t.position.y, t.position.y); //Set the position of the object so its z value matches its Y value for layering purposes }
void Awake() { //For Scattershot, initialize these values on Awake() instead of on Start(). This ensures they have these values as soon as they exist t = GetComponent<Transform>(); //Get Transform of this shot GameObject Shot_start = transform.position; Score_Tracker = GameObject.Find("Canvas").GetComponent<UIDisplay>(); Dabba_Loc = GameObject.Find("Dabba").GetComponent<Transform>(); //Get the Transform of Dabba at the time the shot is spawned Dabba_start = Dabba_Loc.position; //Get Dabba's position when the projectile is spawned direction = (Dabba_start - Shot_start); //Normalize the direction towards the point in question for use in movement direction.Normalize(); t.position = new Vector3(t.position.x, t.position.y, t.position.y); //Set the position of the object so its z value matches its Y value for layering purposes }
private void DecideIfShowTransition(UIDisplay uiDisplay) { // gameplay UI won't load the transition because it is already shown by the Loading screen if (uiDisplay == UIDisplay.GamePlay || uiDisplay == UIDisplay.GameOver || uiDisplay == UIDisplay.LevelComplete) { // not showing transition return; } if (mainMenu.ShowCount < 1) { // if this is the first time the game has shown the main menu, then don't show the transition return; } ShowTransition(); }
public void Awake() { if (emptyListIfStarted && GameStateManager.singleton?.gameStarted == true) { foreach (UIElement e in elements) { if (e.gameObject.name != "CountdownTimer") { GameObject.Destroy(e.gameObject); } } StartFromBeginning = false; PressAnyButton.SetActive(false); } foreach (UIElement e in elements) { e.gameObject.SetActive(false); } singleton = this; }
public void GetCustomerInfo() { sc.Clear(); UIDisplay.MenuTitle("Customer information: "); this.Name = UIDisplay.GetUserInfo("Please enter your name: "); this.Address = UIDisplay.GetUserInfo("Please enter your address: "); Match match; Regex regex = new Regex(@"^(\+\d{1,2}\s)?\(?\d{3}\)?[\s.-]\d{3}[\s.-]\d{4}$"); do { this.PhoneNumber = UIDisplay.GetUserInfo("Please enter your phone#: "); match = regex.Match(this.PhoneNumber); if (!match.Success) { UIDisplay.InvalidEntry(this.PhoneNumber); } } while (!match.Success); }
void Awake() { UIDisplayComponent = mainDisplay.GetComponent <UIDisplay>(); if (UIDisplayComponent) { UIDisplayComponent.Init(this); if (Level.currentLevelInfo.TotalDropsPerLevel > 0) { UIDisplayComponent.DropsLeftText = Level.currentLevelInfo.TotalDropsPerLevel.ToString(); } else { UIDisplayComponent.DropsLeftText = "Unlimited"; } UIDisplayComponent.SetTotalDrops(Level.currentLevelInfo.DropsPerRound); UIDisplayComponent.GameTypeText = "GameType: " + Level.currentLevelInfo.LevelType; } currentGameStats.init(); }
// Use this for initialization void Start () { t = GetComponent<Transform>(); t.position = new Vector3(t.position.x, t.position.y, t.position.y); //Set the position of the object so its z value matches its Y value for layering purposes Score_Tracker = GameObject.Find("Canvas").GetComponent<UIDisplay>(); }
// Use this for initialization void Awake() { map = FindObjectOfType <mapGenerator>(); ui = FindObjectOfType <UIDisplay>(); pathFinder = GameObject.FindGameObjectWithTag("pathfinding").GetComponent <PathFinding>(); }
// Use this for initialization public void Start() { flowerDisplay = GameObject.Find("FlowerDisplay").GetComponent <UIDisplay>(); }
// Use this for initialization void Start () { if (!Score_Tracker) { //If ScoreTracker is not set somewhere Score_Tracker = GameObject.Find("Canvas").GetComponent<UIDisplay>(); //Set the score tracker to the UIDisplay script on the canvas } }
private void Start() { UID = GameObject.Find("coinText").GetComponent <UIDisplay>(); }
void Start() { path = FindObjectOfType <PathFinding>(); ui = FindObjectOfType <UIDisplay>(); hive = FindObjectOfType <GhostHivemindMovement>(); }