示例#1
0
 void Start()
 {
     slider.maxValue = maxTime;
     slider.minValue = 0.0f;
     state           = endtimeState.NOT_MOVING;
     Configuration.addLanguageListener(this);
 }
示例#2
0
 public void Reanimated(float percent)
 {
     slider.value      = slider.maxValue * percent;
     state             = endtimeState.MOVING;
     powerDown.enabled = false;
     SoundManager.instance.musicSource.UnPause();
 }
示例#3
0
 void Start()
 {
     slider.maxValue = maxTime;
     slider.minValue = 0.0f;
     state = endtimeState.NOT_MOVING;
     Configuration.addLanguageListener(this);
 }
示例#4
0
 public void Pause (bool pause)
 {
     if (pause)
     {
         if (state != endtimeState.NOT_MOVING)
             lastStateBeforePause = state;
         state = endtimeState.NOT_MOVING;
     }
     else
     {
         state = lastStateBeforePause;
     }
 }
示例#5
0
 public void Pause(bool pause)
 {
     if (pause)
     {
         if (state != endtimeState.NOT_MOVING)
         {
             lastStateBeforePause = state;
         }
         state = endtimeState.NOT_MOVING;
     }
     else
     {
         state = lastStateBeforePause;
     }
 }
示例#6
0
    void Update()
    {
        if (state != endtimeState.LEVEL_COMPLETE && endPoint.enabled)
        {
            ScoreManager.instance.SetBasePoints(player.items);
            ScoreManager.instance.SetTimes(maxTime, slider.value);
            ScoreManager.instance.SetRemaniningLives(player.lives);
            state = endtimeState.LEVEL_COMPLETE;
        }

        switch (state)
        {
        case endtimeState.MOVING:

            if (slider.value < maxTime)
            {
                slider.value += Time.deltaTime;
            }
            else
            {
                if (player.lives > 0)
                {
                    state = endtimeState.POWER_DOWNING;
                    SoundManager.instance.musicSource.Pause();
                    SoundManager.instance.PlaySingle(powerDownSound);
                    powerDown.enabled         = true;
                    blackScreen.color         = new Color(0, 0, 0, 0);
                    levelCompleteText.enabled = false;
                    stateChange = Time.time;
                    playerController.allowMovement = false;
                }
            }
            break;

        case endtimeState.POWER_DOWNING:

            float percent = (Time.time - stateChange) / 2.5f;

            if (percent > 1)
            {
                percent = 1;
                state   = endtimeState.SHOWING_MESSAGE;
                levelCompleteText.enabled = true;
                SetTexts();
                stateChange = Time.time;
            }

            blackScreen.color = new Color(0, 0, 0, percent);
            break;

        case endtimeState.SHOWING_MESSAGE:

            float percent0 = (Time.time - stateChange) / 3f;

            if (percent0 > 1)
            {
                player.DecrementLives(3);
                state = endtimeState.DEATH;
            }

            break;
        }
    }
示例#7
0
    void Update()
    {
        if (state != endtimeState.LEVEL_COMPLETE && endPoint.enabled)
        {
            ScoreManager.instance.SetBasePoints(player.items);
            ScoreManager.instance.SetTimes(maxTime, slider.value);
            ScoreManager.instance.SetRemaniningLives(player.lives);
            state = endtimeState.LEVEL_COMPLETE;
        }

        switch(state){

            case endtimeState.MOVING:

                if (slider.value < maxTime)
                {
                    slider.value += Time.deltaTime;
                }
                else
                {
                    if(player.lives > 0)
                    { 
                        state = endtimeState.POWER_DOWNING;
                        SoundManager.instance.musicSource.Pause();
                        SoundManager.instance.PlaySingle(powerDownSound);
                        powerDown.enabled = true;
                        blackScreen.color = new Color(0, 0, 0, 0);
                        levelCompleteText.enabled = false;
                        stateChange = Time.time;
                        playerController.allowMovement = false;
                    }
                }
                break;

            case endtimeState.POWER_DOWNING:

                float percent = (Time.time - stateChange) / 2.5f;

                if (percent > 1) { 
                    percent = 1;
                    state = endtimeState.SHOWING_MESSAGE;
                    levelCompleteText.enabled = true;
                    SetTexts();
                    stateChange = Time.time;
                }

                blackScreen.color = new Color(0, 0, 0, percent);
                break;

            case endtimeState.SHOWING_MESSAGE:

                float percent0 = (Time.time - stateChange) / 3f;

                if (percent0 > 1){
                    player.DecrementLives(3);
                    state = endtimeState.DEATH;
                }

                break;

        }
    }
示例#8
0
 public void Reanimated(float percent){
     slider.value = slider.maxValue * percent;
     state = endtimeState.MOVING;
     powerDown.enabled = false;
     SoundManager.instance.musicSource.UnPause();
 }