public void SetDialog(string dialog) { dialogs = dialog.Split('$').ToList(); textLabel.SetText(dialogs.FirstOrDefault()); nextAction = System.DateTime.Now.AddMilliseconds(Constants.INTERACTION_DELAY_IN_MS); }
public IEnumerator ShowTextDuration(string _text, float _time) { text.SetText(_text); yield return(new WaitForSeconds(_time)); text.SetText(""); }
private IEnumerator DelayToStart() { float timer = delayToStartSeconds; startCounter.SetText(timer.ToString()); float timeUpdate = Time.time; while (timer > 0) { startCounter.fontSize = counterTextSize * (1 - (Time.time - timeUpdate)); if ((Time.time - timeUpdate) >= 1) { timer -= 1; timeUpdate = Time.time; startCounter.SetText(timer.ToString()); } yield return(null); } state = State.Play; startCounter.gameObject.SetActive(false); // CheckTime(); }
public void ResetConfigs() { m_logTMP.SetText("ResetConfigs"); m_data = new SettingDataA(0, 0); m_languageDropDownItem.SetData((int)m_data.Language); m_volumeItem.SetData(m_data.Volume); }
// Change popup text depending on situation void UpdatePopUp() { switch (currInteractableObjType) { // If interactable type is loot case InteractableObject.InteractableType.Loot: { // If player is holding loot if (isHoldingLoot) { popupText.color = Localization.COLOR_DISABLED; popupText.SetText(Localization.Translate("POPUP_TAKE_LOOT_TO_SPAWN")); // Else if player is not holding loot } else { popupText.color = Localization.COLOR_INFORMATION; popupText.SetText(Localization.Translate("POPUP_HOLD_TO_LOOT")); } break; } // If interactable type is switch case InteractableObject.InteractableType.Switch: { popupText.color = Localization.COLOR_INFORMATION; popupText.SetText(Localization.Translate("POPUP_HOLD_TO_SWITCH")); break; } } }
void Start() { #if UNITY_IPHONE && !UNITY_EDITOR _CameraDeviceInitialize(); minExposureTargetBias = _CameraDeviceGetMinExposureTargetBias(); maxExposureTargetBias = _CameraDeviceGetMaxExposureTargetBias(); #else minExposureTargetBias = 0.0f; maxExposureTargetBias = 1.0f; #endif exposureValueSlider.minValue = minExposureTargetBias; exposureValueSlider.maxValue = maxExposureTargetBias; #if UNITY_IPHONE && !UNITY_EDITOR float exposureTargetBias = _CameraDeviceGetExposureTargetBias(); exposureValueSlider.value = exposureTargetBias; #else exposureValueSlider.value = 0.0f; #endif exposureValueSlider.onValueChanged.AddListener(delegate { SliderValueChangeCheck(); }); exposureValueText.SetText("Exposure: " + exposureValueSlider.value.ToString()); }
private void Start() { playerSword.OnEnemyKilled += PlayerSword_OnEnemyKilled; levelSystemAnimated.OnExperienceChanged += LevelSystemAnimated_OnExperienceChanged; levelSystemAnimated.OnLevelChanged += LevelSystemAnimated_OnLevelChanged; levelText.SetText((levelSystemAnimated.GetLevelNumber() + 1).ToString()); }
// Use this for initialization void Start() { winnerPanel.SetActive(true); idWinner = PlayerPrefs.GetInt("PlayerWinner"); PlayerWinner.SetText("Player " + (idWinner + 1) + " wins !"); setRanking(); }
private void OnCollisionEnter(Collision collision) { string tag = collision.gameObject.tag; if (tag == "black") { GameObject.Destroy(gameObject); } if (tag == "green") { rigidbody.AddForce(transform.forward * accelerationLinear); } if (tag == "red") { red.Play(); if (scene.name == "Main") { HP -= 5; if (HP < 0) { HP = 0; } textHP.SetText(HP.ToString()); rigidbody.AddForce(transform.forward * (-5) * accelerationLinear); } if (scene.name == "Level1") { for (int i = 0; i < 10; i++) { collision.gameObject.transform.position -= new Vector3(0, 0.1f, 0) * Time.deltaTime; } } } if (tag == "obstacle") { fight.Play(); rigidbody.AddForce(transform.forward * (-5) * accelerationLinear); HP -= 10; if (HP < 0) { HP = 0; } textHP.SetText(HP.ToString()); } if (tag == "Finish") { string f = "FINISH"; textState.SetText(f); PlayerDestroyedEvent.Invoke(); } }
// ############################################# // ##### METHODS // After getting enough money, return to escape zone to "win" private void ObjectiveComplete() { // Update text information on objective textMeshWorthTitle.SetText(Localization.Translate("UI_OBJECTIVE_COMPLETED")); textMeshWorthScore.SetText(Localization.Translate("UI_ESCAPE_READY")); // Turn escape object on escapeZoneObject.SetActive(true); }
// Start is called before the first frame update void Start() { timer = 100f; completionTime = timer; timerPause = false; notPaused = true; winMessage.SetText(""); }
internal void DisplayInstruction(bool activate, bool setInstruction) { if (setInstruction) { textMeshPro.SetText("Press R to talk"); } playerDialogueBox.SetActive(activate); }
// Add in types here public void SetText(TalentSO _talent) { Vector2 localPoint; RectTransformUtility.ScreenPointToLocalPointInRectangle(container, Input.mousePosition, Camera.main, out localPoint); transform.localPosition = new Vector3(localPoint.x + width, localPoint.y - height, 1); image.enabled = true; name.SetText(_talent.name); string description = ""; if (_talent.addedDamageFlat != 0) { description += "\nAdded Flat Damage: " + _talent.addedFlat; } if (_talent.dmgMulti != 0) { description += "\nDamage Multiplier: " + _talent.dmgMulti; } if (_talent.addedHealth != 0) { description += "\nAdded Flat Health: " + _talent.addedHealth; } if (_talent.healthMultiplier != 0) { description += "\nHealth Multiplier: " + _talent.healthMultiplier; } if (_talent.level == _talent.maxLevel) { desc.SetText(description); return; } description += "\n\nNext Level: "; if (_talent.GetNextLevel().addedDamageFlat != 0) { description += "\nAdded Flat Damage: " + _talent.GetNextLevel().addedFlat; } if (_talent.GetNextLevel().dmgMulti != 0) { description += "\nDamage Multiplier: " + _talent.GetNextLevel().dmgMulti; } if (_talent.GetNextLevel().addedHealth != 0) { description += "\nAdded Flat Health: " + _talent.GetNextLevel().addedHealth; } if (_talent.GetNextLevel().healthMultiplier != 0) { description += "\nHealth Multiplier: " + _talent.GetNextLevel().healthMultiplier; } desc.SetText(description); }
public void End() { end = true; cameraAnimator.SetTrigger("Victory"); leftCarpe.Win(); rightCarpe.Win(); winScreen.SetActive(true); if (PlayerPrefs.HasKey(SceneManager.GetActiveScene().name)) { var lastHighscore = PlayerPrefs.GetInt(SceneManager.GetActiveScene().name); if (scoreFloat > lastHighscore) { PlayerPrefs.SetInt(SceneManager.GetActiveScene().name, scoreFloat); PlayerPrefs.Save(); newHighscore.SetActive(true); tapToExit.SetActive(false); } } else { PlayerPrefs.SetInt(SceneManager.GetActiveScene().name, scoreFloat); PlayerPrefs.Save(); tapToExit.SetActive(false); newHighscore.SetActive(true); } highscoreString.SetText(PlayerPrefs.GetInt(SceneManager.GetActiveScene().name).ToString()); scoreString.SetText(scoreFloat.ToString()); if (percentageOfObstaclesPassed == 100) { rankString.SetText("S"); } else if (percentageOfObstaclesPassed > 90) { rankString.SetText("A"); } else if (percentageOfObstaclesPassed > 75) { rankString.SetText("B"); } else if (percentageOfObstaclesPassed > 50) { rankString.SetText("C"); } else if (percentageOfObstaclesPassed <= 50) { rankString.SetText("Nul"); } }
private void Awake() { LostMenu.SetActive(false); WinningMenu.SetActive(false); CreateBallPlayerList(); ReadLevel(); Instance = this; PointsText.SetText(Points.ToString()); RecordText.SetText(PlayerPrefs.GetInt("Score").ToString()); }
public void OnShowText(DialogueSource source, Dialogue.Snippet snippet) { if (source != null) { Label.color = source.SubtitleColor; } Label.SetText(snippet.Render(source)); Label.gameObject.SetActive(true); }
void FailSong() { StartTextGO.SetActive(false); GameHUDGO.SetActive(false); EndHUD.SetActive(true); isPlaying = false; finalScoreText.SetText(score.ToString("N0")); finalRatingText.SetText("You are lost..."); }
private void UpdateHealthText() { if (player) { healthText.SetText(player.GetHealth().ToString()); } else { healthText.SetText("0"); } }
// Start is called before the first frame update void Start() { grid = FindObjectOfType <GenerateGrid>(); number.SetText(numberofItems.ToString()); if (numberofItems == 1) { decrease.interactable = false; } upgrade.Setnumber(numberofItems); }
// Update is called once per frame void Update() { if (comboHandler.ComboIsActive) { currentComboText.SetText(comboHandler.comboCount + ""); } else { currentComboText.SetText("0"); } }
// Use this for initialization void Start() { panels = new List <GameObject>(4); foreach (InputScheme s in schemes) { var p = Instantiate(s.PanelPrefab, this.transform); panels.Add(p); p.SetActive(false); } text.SetText(schemes[SelectedScheme].name); panels[SelectedScheme].SetActive(true); }
private void UpdateText() { if (item.IsStackable()) { IStackableItem stackableItem = item as IStackableItem; text.SetText(stackableItem.GetAmount().ToString()); } else { text.SetText(""); } }
private void CharacterController_DieEvent(int team) { showDialogs = false; string text = "...>_<..."; if (team == 1) { text = "this game sucks..."; } dialogTextMesh.SetText(text); }
void Start() { dominoPool = new GameObjectPool(dominoPrefab, "dominoPool"); target = GameObject.Instantiate(target); currentDomino = dominoPool.GetNext().transform; dominoes.Add(currentDomino.gameObject); highScore = PlayerPrefs.GetInt("HighScore", 0); highScoreText.SetText("" + highScore); speed = startSpeed; }
// Set mission state to success and display success screen public void SetMissionSuccess() { // Set "is post processing in phase of updating" to true isPPUpdating = true; // Reset pp interpolation timer ppInterpTimer = 0f; // Update results screen text textMeshHeader.SetText(Localization.Translate("RESULTS_MISSION_SUCCESSFUL")); textMeshSubheader.SetText(Localization.Translate("RESULTS_MISSION_SUCCESSFUL_SUB")); textMeshHeader.color = successfulMissionColor; // Set which PP setting is used to success whichPPSettingisSet = PPSettings.Success; }
// Start is called before the first frame update void Start() { _Streak.SetText(man.brain.streakCounter.ToString()); _emotionSlider.value = man.brain.Love / man.brain.maxEmotion; if (man.brain.emotionStreakState) { _colorBox.color = Color.blue; } else { _colorBox.color = Color.red; } }
// Start is called before the first frame update void Start() { MyObjects = new GameObject[4]; MyObjects[0] = cube; MyObjects[1] = cube1; MyObjects[2] = cube2; MyObjects[3] = cube3; LevelSuccess = false; cube.GetComponentInChildren <Renderer>().material = normalMat; cube1.GetComponentInChildren <Renderer>().material = normalMat; cube2.GetComponentInChildren <Renderer>().material = normalMat; cube3.GetComponentInChildren <Renderer>().material = normalMat; Nums = new List <int>(); Nums1 = new List <int>(); Nums2 = new List <int>(); Nums3 = new List <int>(); canvasText = canvas.GetComponentInChildren <TMPro.TextMeshProUGUI>(); panel.SetActive(false); canvasText.SetText(""); //inp = GetComponent<InputField>(); Nums1.Add(1); Nums1.Add(1); Nums1.Add(4); Nums1.Add(2); Nums1.Add(4); Nums2.Add(2); Nums2.Add(3); Nums2.Add(4); Nums2.Add(3); Nums2.Add(1); Nums3.Add(3); Nums3.Add(2); Nums3.Add(1); Nums3.Add(2); Nums3.Add(1); sound.Add(cS.audioSource); sound.Add(cS1.audioSource); sound.Add(cS2.audioSource); sound.Add(cS3.audioSource); InGameText.SetText(""); //ChangeCol(); }
void Update() { if (Input.GetKey(KeyCode.K)) { StageSpotlight.FollowTransform(players[0].transform); } GamemodeDefinition.WinResult winResult = gameMode.VerifyWin(this, Time.deltaTime); if (winResult.finished) { gameMode.OnGameEnd(this); winUI.gameObject.SetActive(true); if (winResult.winners.Count > 1) { winUI.SetText("EVERYONE'S A WINNER!"); } else { winUI.SetText(players[winResult.winners[0]].tankDisplayName + " Wins!"); } StartCoroutine(GoBackToMainMenu()); } if (Input.GetKey(KeyCode.Space)) { winUI.gameObject.SetActive(true); if (winResult.winners.Count > 1) { winUI.SetText("EVERYONE'S A WINNER!"); } else { winUI.SetText(players[winResult.winners[0]].tankDisplayName + " Wins!"); } StartCoroutine(GoBackToMainMenu()); } Vector4[] playerPositions = new Vector4[4]; for (int i = 0; i < 4; i++) { if (IsPlayerValid(i)) { playerPositions[i] = new Vector4(players[i].transform.position.x, players[i].transform.position.y, players[i].transform.position.z, 1); } else { playerPositions[i] = Vector4.zero; } } Shader.SetGlobalVectorArray("_PlayerPositions", playerPositions); }
// Update is called once per frame void Update() { if (timer >= 1.0f) { timer -= Time.deltaTime; text.SetText(Mathf.FloorToInt(timer).ToString()); } else { text.SetText(Mathf.FloorToInt(timer).ToString()); // Call end of game CallbackHandler.instance.EndGame(); } }
/// <summary> /// INUTILE /// </summary> public void SetText() { text.SetText(""); foreach (Carte carte in partie.TrouverJoueur(J2).main) { text.text += carte.titre + "\n"; } if (text.text.Length == 0) { text.SetText("Main vide !"); } }