示例#1
0
    private IEnumerator StateVibrateEye()
    {
        yield return(YieldInstructionCache.WaitingSecond(1.0f));

        viberateEye.gameObject.SetActive(true);
        viberateEye.Execute();
    }
示例#2
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    private IEnumerator SetTransparency()
    {
        if (transparencySwitch == 1)
        {
            transparency      -= 0.2f;
            titleTransparency -= 0.1f;
        }
        else if (transparencySwitch == 0)
        {
            transparency      += 0.2f;
            titleTransparency -= 0.1f;
        }
        yield return(YieldInstructionCache.WaitingSecond(0.15f));

        if (transparency < 0.2f)
        {
            transparencySwitch = 0;
        }
        else if (transparency.Equals(1.0f))
        {
            transparencySwitch = 1;
        }

        if (titleTransparency < 0.4f)
        {
            titleTransparency = 1.0f;
        }
        StartCoroutine(SetTransparency());
    }
示例#3
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    private IEnumerator ExecuteCoroutine()
    {
        int i = 0;

        do
        {
            Monster generatedMonster;
            int     monsterGeneratePositionIndex = Random.Range(0, monsterGeneratePositions.Length);

            if (beforeGeneratePositionIndex.Contains(monsterGeneratePositionIndex))
            {
                continue;
            }

            generatedMonster = GetAvailableMonster();
            generatedMonster.gameObject.transform.position = monsterGeneratePositions[monsterGeneratePositionIndex].position;
            generatedMonster?.Execute();

            beforeGeneratePositionIndex.Add(monsterGeneratePositionIndex);

            yield return(YieldInstructionCache.WaitingSecond(0.1f));
        }while(i < 4 && getActiveMonsterCount() < 4);

        beforeGeneratePositionIndex.Clear();
    }
示例#4
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    private IEnumerator CreateRandomBlock()
    {
        while (true)
        {
            for (int i = 0; i < 10; i++)
            {
                if (afterImageBlockSpriteRenderers[i].gameObject.activeInHierarchy)
                {
                    continue;
                }
                afterImageBlockSpriteRenderers[i].gameObject.SetActive(true);

                Color afterColor = Color.white;

                afterColor.a = Random.Range(0.0f, 1.0f);

                Vector2 newScale;
                newScale.x = Random.Range(0.5f, 1.0f);
                newScale.y = newScale.x;

                Vector2 newPosition;
                newPosition.x = Random.Range(-8.0f, 8.0f);
                newPosition.y = Random.Range(-4.0f, 4.0f);

                afterImageBlockSpriteRenderers[i].color = afterColor;
                afterImageBlockSpriteRenderers[i].gameObject.transform.localScale = newScale;
                afterImageBlockSpriteRenderers[i].gameObject.transform.position   = newPosition;

                StartCoroutine(afterImageBlocks[i].FadeOut());

                yield return(YieldInstructionCache.WaitFrame);
            }
            yield return(YieldInstructionCache.WaitingSecond(0.9f));
        }
    }
示例#5
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 private IEnumerator Debuff()
 {
     while (true)
     {
         isDebuffed = !isDebuffed;
         yield return(YieldInstructionCache.WaitingSecond(4F));
     }
 }
示例#6
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 private IEnumerator MonsterGenerateCoroutine()
 {
     while (true)
     {
         monsterCreator.Execute();
         yield return(YieldInstructionCache.WaitingSecond(monsterGenenrateInterval));
     }
 }
示例#7
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    private IEnumerator LoadNextScene()
    {
        StartCoroutine(BlackOut());
        yield return(YieldInstructionCache.WaitingSecond(3.0f));

        yield return(StartCoroutine(BlackIn()));

        SceneManager.LoadScene(PlayerPrefs.GetInt("NextStage"));
    }
示例#8
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    private IEnumerator Effect()
    {
        var waitingTime = YieldInstructionCache.WaitingSecond(0.1f);

        for (int i = 0; i < 5; i++)
        {
            StartCoroutine(targetCharacter.ShowEffect(targetCharacter.skilEffect[0], false));
            yield return(waitingTime);
        }
    }
示例#9
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 public IEnumerator ScaleDownCoroutine()
 {
     for (int i = 0; i < 60; i++)
     {
         for (int j = 0; j < buildings.Length; j++)
         {
             buildings[j].gameObject.transform.localScale -= (Vector3.one / 200);
         }
         yield return(YieldInstructionCache.WaitingSecond(0.05f));
     }
 }
示例#10
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    private IEnumerator ExecuteCoroutine()
    {
        yield return(YieldInstructionCache.WaitingSecond(0.25f));

        yield return(StartCoroutine(GameManager.instance.fadeManager.SpriteFadeOutCoroutine(spriteRenderer, 0.5f)));

        bigBullet.gameObject.transform.position = stageBoss.gameObject.transform.position;
        bigBullet.SetDirection(gameObject.transform.position);

        bigBullet.Execute();
    }
示例#11
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    public IEnumerator InformationUpdate()
    {
        selectSlot = CharacterSelectManager.instance.GetSelectSlot();
        GameObject target = Instantiate(selectSlot.GetCharacter(), Vector2.one * -100, Quaternion.identity);

        characterImage.sprite = target.GetComponent <SpriteRenderer>().sprite;

        int index = CharacterSelectManager.instance.GetSelectSlotNumber();

        characterNameText.text    = nameList[index];
        characterDescripts.text   = descriptList[index];
        characterSkillText.text   = skilList[index];
        characterAbilityText.text = abilityList[index];

        yield return(YieldInstructionCache.WaitingSecond(0.01f));

        for (int i = 0; i < tankLevels.Length; i++)
        {
            tankLevels[i].sprite = levelImage[0];
        }

        for (int i = 0; i < dodgeLevels.Length; i++)
        {
            dodgeLevels[i].sprite = levelImage[0];
        }


        for (int i = 0; i < target.GetComponent <Character>().Level_Tank; i++)
        {
            tankLevels[i].sprite = levelImage[1];
        }

        for (int i = 0; i < target.GetComponent <Character>().Level_Dodge; i++)
        {
            dodgeLevels[i].sprite = levelImage[1];
        }

        switch (selectSlot.GetCharacter().GetComponent <Character>().Rank)
        {
        case 0:
            characterRank.text = "Normal";
            break;

        case 1:
            characterRank.text = "Rare";
            break;

        case 2:
            characterRank.text = "Unique";
            break;
        }
        Destroy(target);
    }
示例#12
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    private IEnumerator ExecuteCoroutine()
    {
        while (true)
        {
            frontEye.transform.position = Vector2.zero;

            newPosition.x = Random.Range(-0.3f, 0.7f);
            newPosition.y = Random.Range(-0.3f, 0.7f);

            frontEye.transform.Translate(newPosition);
            yield return(YieldInstructionCache.WaitingSecond(0.1f));
        }
    }
示例#13
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    private IEnumerator Timer()
    {
        var            waitingTime    = YieldInstructionCache.WaitingSecond(0.2f);
        SpriteRenderer spriteRenderer = targetCharacter.GetComponent <SpriteRenderer>();

        for (int i = 0; i < 10; i++)
        {
            spriteRenderer.sprite = targetCharacter.skilEffect[1];
            yield return(waitingTime);

            spriteRenderer.sprite = targetCharacter.skilEffect[0];
        }
    }
示例#14
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    public IEnumerator ImageFadeInCoroutine(Image image, float spendTime)
    {
        Color colorVariable = image.color;

        colorVariable.a = 0;

        for (int i = 0; i <= repeatFrame; i++)
        {
            colorVariable.a = ((float)i / repeatFrame);
            image.color     = colorVariable;
            yield return(YieldInstructionCache.WaitingSecond(spendTime / repeatFrame));
        }
    }
示例#15
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    private IEnumerator ExecuteCoroutine()
    {
        yield return(YieldInstructionCache.WaitingSecond(0.25f));

        yield return(StartCoroutine(GameManager.instance.fadeManager.SpriteFadeOutCoroutine(spriteRenderer, 0.5f)));

        spriteRenderer.enabled = false;

        yield return(StartCoroutine(sprouts[Random.Range(0, sprouts.Length)].Execute()));

        gameObject.SetActive(false);
        Reset();
    }
示例#16
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    public IEnumerator SpriteFadeOutCoroutine(SpriteRenderer spriteRenderer, float spendTime)
    {
        Color colorVariable = spriteRenderer.color;

        colorVariable.a = 1;

        for (int i = 0; i <= repeatFrame; i++)
        {
            colorVariable.a      = 1.0f - ((float)i / repeatFrame);
            spriteRenderer.color = colorVariable;
            yield return(YieldInstructionCache.WaitingSecond(spendTime / repeatFrame));
        }
    }
示例#17
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 private IEnumerator MoveBuildingCoroutine()
 {
     while (true)
     {
         for (int i = 0; i < buildings.Length; i++)
         {
             buildings[i].transform.Translate(moveVector);
             if (buildings[i].gameObject.transform.position.x <= -19.0f)
             {
                 buildings[i].gameObject.transform.localPosition = defaultPosition;
             }
         }
         yield return(YieldInstructionCache.WaitingSecond(0.02f));
     }
 }
示例#18
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    private IEnumerator ExecuteCoroutine()
    {
        while (true)
        {
            gameObject.transform.Translate(Vector2.down);
            yield return(YieldInstructionCache.WaitingSecond(0.05f));

            if (gameObject.transform.position.y < -35)
            {
                break;
            }
        }

        Reset();
    }
示例#19
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    public IEnumerator Execute()
    {
        gameObject.SetActive(true);

        for (int i = 0; i < 5; i++)
        {
            gameObject.transform.Translate(growSpeed);
            yield return(YieldInstructionCache.WaitingSecond(0.1f));
        }

        gameObject.transform.tag = "Ground";

        yield return(YieldInstructionCache.WaitingSecond(1.85f));

        yield return(StartCoroutine(GameManager.instance.fadeManager.SpriteFadeOutCoroutine(spriteRenderer, 0.25f)));

        Reset();
    }
示例#20
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    private IEnumerator ExecuteCoroutine()
    {
        buildingObject.StopBuliding();
        buildingObject.BulidingOff();

        backgroundSpriteRenderer.sprite = fourthPhaseBackground;

        yield return(StartCoroutine(GameManager.instance.fadeManager.SpriteFadeInCoroutine(backgroundBlackSpriteRenderer, 0.5f)));

        yield return(StartCoroutine(GameManager.instance.fadeManager.SpriteFadeOutCoroutine(backgroundBlackSpriteRenderer, 0.5f)));

        for (int i = 0; i < 5; i++)
        {
            yield return(StartCoroutine(GameManager.instance.fadeManager.SpriteFadeOutCoroutine(backgroundObjectSpriteRenderer, 0.3f)));

            yield return(YieldInstructionCache.WaitingSecond(0.5f));

            rotateVector.z = Random.Range(0, 180);
            backgroundObjectSpriteRenderer.gameObject.transform.Rotate(rotateVector);
        }
    }
示例#21
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    private IEnumerator IsMove()
    {
        if (targetNode.Equals(firstNode))
        {
            while (gameObject.transform.position.y < targetNode.transform.position.y)
            {
                CreateWater();
                yield return(YieldInstructionCache.WaitingSecond(0.05f));
            }
        }
        else
        {
            while (gameObject.transform.position.y > targetNode.transform.position.y)
            {
                CreateWater();
                yield return(YieldInstructionCache.WaitingSecond(0.05f));
            }
        }

        Reset();
    }
示例#22
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    public IEnumerator ExecuteCoroutine()
    {
        StartCoroutine(GameManager.instance.fadeManager.SpriteFadeOutCoroutine(spriteRenderer, 0.5f));
        StartCoroutine(GameManager.instance.fadeManager.SpriteFadeOutCoroutine(crosshairSpriteRenderer, 0.5f));

        for (int i = 0; i < 5; i++)
        {
            crosshairSpriteRenderer.gameObject.transform.localScale -= crosshairSmallerSize;
            yield return(YieldInstructionCache.WaitingSecond(0.1f));
        }

        spriteRenderer.enabled          = false;
        crosshairSpriteRenderer.enabled = false;

        for (int i = 0; i < bullets.Length - 1; i++)
        {
            StartCoroutine(bullets[i].Execute());
            yield return(YieldInstructionCache.WaitFrame);
        }

        yield return(StartCoroutine(bullets[bullets.Length - 1].Execute()));

        Reset();
    }
示例#23
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    private IEnumerator MoveOtherButtons()
    {
        if (isButtonClick)
        {
            yield break;
        }

        Vector2 moveVector = Vector2.zero;

        moveVector.x = 0.3f;

        isButtonClick = true;

        for (int i = 0; i < stages.Count; i++)
        {
            if (i.Equals(curStageNumber))
            {
                continue;
            }
            if (stages[i].gameObject.activeInHierarchy.Equals(true))
            {
                if (stages[i].gameObject.GetComponent <RectTransform>().position.x < stages[curStageNumber].transform.position.x)
                {
                    for (int j = 0; j < 20; j++)
                    {
                        stages[i].gameObject.transform.Translate(-moveVector);
                        yield return(YieldInstructionCache.WaitingSecond(0.02f));
                    }
                }
                else if (stages[i].gameObject.GetComponent <RectTransform>().position.x > stages[curStageNumber].transform.position.x)
                {
                    for (int j = 0; j < 20; j++)
                    {
                        stages[i].gameObject.transform.Translate(moveVector);
                        yield return(YieldInstructionCache.WaitingSecond(0.02f));
                    }
                }
                stages[i].gameObject.SetActive(!stages[i].gameObject.activeInHierarchy);
            }
            else if (stages[i].gameObject.activeInHierarchy.Equals(false))
            {
                stages[i].gameObject.SetActive(!stages[i].gameObject.activeInHierarchy);

                if (stages[i].gameObject.GetComponent <RectTransform>().position.x > stages[curStageNumber].transform.position.x)
                {
                    for (int j = 0; j < 20; j++)
                    {
                        stages[i].gameObject.transform.Translate(-moveVector);
                        yield return(YieldInstructionCache.WaitingSecond(0.02f));
                    }
                }
                else if (stages[i].gameObject.GetComponent <RectTransform>().position.x < stages[curStageNumber].transform.position.x)
                {
                    for (int j = 0; j < 20; j++)
                    {
                        stages[i].gameObject.transform.Translate(moveVector);
                        yield return(YieldInstructionCache.WaitingSecond(0.02f));
                    }
                }
            }
        }

        isButtonClick = false;
    }
示例#24
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    private IEnumerator StateEyeCrossAttack()
    {
        yield return(YieldInstructionCache.WaitingSecond(0.2f));

        eyeCrossAttack.gameObject.SetActive(true);
    }