public static void DisplayMiniMap() { instance.mask.transform.localScale = new Vector3(160f, 0f, 90f); instance.gameObject.SetActive(true); // the minimap consume power, start depleting the power bar UIPowerBar.SetListener(new PowerBarListenerForMiniMap()); UIPowerBar.StartDecrease(1f); }
// Update is called once per frame void LateUpdate() { if (!isPaused && Player.HasOrbem()) { if (Player.CanSwitchWorld() && UIPowerBar.IsEmpty() && !WorldManager.IsWorldFuture() && MaskController.CanBeOpenedOrClosed()) { StartCoroutine(TeleportToFuture()); } if (Input.GetButtonDown("Open/Close Gate") && CanSwitchWorld()) { SwitchWorld(); } if (WorldManager.IsWorldFuture() && Input.GetButtonDown("MiniMap") && !UIPowerBar.IsEmpty()) { MiniMapController.SwitchMiniMapState(); } if (Input.GetKeyDown("v")) { Debug.Log("Start decrease"); UIPowerBar.StartDecrease(2f); } if (Input.GetKeyDown("b")) { Debug.Log("Start regen"); UIPowerBar.StartRegen(); } } if (Input.GetButtonDown("Pause")) { if (isPaused) { Resume(); UIManager.HidePauseMenu(); } else { Pause(); UIManager.DisplayPauseMenu(); } } // delay next update by 1 frame to prevent from "jumping" with a controller if (isPaused && pauseExited) { isPaused = false; pauseExited = false; } }
public void TeleportToPresent() { MiniMapController.HideMiniMap(); Player.SwitchWorld(); // UI UIPowerBar.SetListener(new PowerBarListenerForSwitch()); UIPowerBar.StartDecrease(2f); // start opening the gate asynchronously Debug.Log("OpenGate Async"); instance.StartCoroutine(MaskController.instance.OpenGateAsync()); // display the second camera WorldManager.SwitchWorld(); Player.instance.wallHit = false; }