public void startType3Aux(Task w) { w.isWaitingForTaskToComplete = true; waiter = w; state = 0; timer = 0.0f; flechaFader.Start(); flechaFader.setFadeValue(0.0f); textFader.Start(); textFader.setOpacity(0.0f); agresiva.Start(); pasiva.Start(); pasivaAgresiva.Start(); asertiva.Start(); agresiva.reset(); pasiva.reset(); pasivaAgresiva.reset(); asertiva.reset(); somethingTouched = false; fader.fadeIn(); myTurn = gameController.playerTurn == gameController.localPlayerN; for (int i = 0; i < resultMasks.Length; ++i) { resultMasks [i].reset(); } agresiva.fadeIn(); pasiva.fadeIn(); pasivaAgresiva.fadeIn(); asertiva.fadeIn(); botonOK.reset(); botonOK.scaleOutImmediately(); }
// Update is called once per frame void Update() { if (remaining > 0.0f) { remaining -= Time.deltaTime; if (remaining <= 0.0f) { if (fadeType == FadeType.ToOpaque) { textAndImageFader.fadeIn(); } else { textAndImageFader.fadeOut(); } } } }
// Update is called once per frame void Update() { if (state == 0) { // do nothing } if (state == 1) { textAndImage.fadeIn(); state = 2; } if (state == 2) { timer += Time.deltaTime; if (timer > (showingTime / 2.0f)) { timer = 0.0f; state = 3; } } if (state == 3) { textAndImage.fadeOut(); state = 4; } if (state == 4) { timer += Time.deltaTime; if (timer > (showingTime / 2.0f)) { timer = 0.0f; state = 0; Destroy(this.gameObject); } } }