private IEnumerator HiddenToFlowerScreenRoutine()
    {
        state = CommentEntryState.Busy;

        fade.Out(0.5f);
        yield return(new WaitForSeconds(0.5f));

        menuTab.SetVisible(true);
        flower.SetOpen(true);
        yield return(new WaitForSeconds(0.2f));

        flowerTitle.Show(true);

        state = CommentEntryState.FlowerScreen;
    }
示例#2
0
    // A function which allows the AppCoordinator to control whether or not the map is interactive.
    // This controls pin visibility and also whether or not the map surface can be dragged and zoomed.

    public void SetMapInteractivity(bool interactive)
    {
        foreach (MapPin p in pins)
        {
            p.SetVisible(interactive);
        }
        mapSurface.gameObject.SetActive(interactive);
        mapTitle.Show(interactive);
        ARButton.Show(interactive);
        settingsGear.Show(interactive);
    }
示例#3
0
    void Start()
    {
        IsGameEnd       = false;
        IsEndInitialize = false;
        _totalMoney     = 0;
        _tweetCanvas.gameObject.SetActive(false);
        _uiCollentMoney.Show(false);

        OnEndGame += () =>
        {
            naichilab.RankingLoader.Instance.SendScoreAndShowRanking(_totalMoney);
        };

        _thief.Initialize();
        _thief.OnPutHand += () =>
        {
            if (_uiTitle.IsShowing)
            {
                _uiCollentMoney.Show(true);
                _uiTitle.Show(false);
                _sleepHuman.StartSleepSequence();
                OnStartGame?.Invoke();
            }
        };

        _thief.OnFinding += () => { _money += UnityEngine.Random.Range(100, 200); };

        _thief.OnPullOutHand += () =>
        {
            _uiCollentMoney.ApplyAcquireMoney(_money);
            _uiCollentMoney.ApplyTotalMoney(_totalMoney + _money);
            _totalMoney += _money;
            _money       = 0;
            OnAcquireMoney?.Invoke();
        };

        _sleepHuman.Initialize();

        DOTween.ToAlpha(
            () => _forground.color,
            (color) => _forground.color = color,
            0f,
            _fadeInForground).onComplete = () => IsEndInitialize = true;
    }