private IEnumerator StateVibrateEye() { yield return(YieldInstructionCache.WaitingSecond(1.0f)); viberateEye.gameObject.SetActive(true); viberateEye.Execute(); }
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()); }
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(); }
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)); } }
private IEnumerator Debuff() { while (true) { isDebuffed = !isDebuffed; yield return(YieldInstructionCache.WaitingSecond(4F)); } }
private IEnumerator MonsterGenerateCoroutine() { while (true) { monsterCreator.Execute(); yield return(YieldInstructionCache.WaitingSecond(monsterGenenrateInterval)); } }
private IEnumerator LoadNextScene() { StartCoroutine(BlackOut()); yield return(YieldInstructionCache.WaitingSecond(3.0f)); yield return(StartCoroutine(BlackIn())); SceneManager.LoadScene(PlayerPrefs.GetInt("NextStage")); }
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); } }
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)); } }
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(); }
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); }
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)); } }
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]; } }
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)); } }
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(); }
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)); } }
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)); } }
private IEnumerator ExecuteCoroutine() { while (true) { gameObject.transform.Translate(Vector2.down); yield return(YieldInstructionCache.WaitingSecond(0.05f)); if (gameObject.transform.position.y < -35) { break; } } Reset(); }
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(); }
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); } }
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(); }
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(); }
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; }
private IEnumerator StateEyeCrossAttack() { yield return(YieldInstructionCache.WaitingSecond(0.2f)); eyeCrossAttack.gameObject.SetActive(true); }