mirror of
https://github.com/ConjureETS/OuijaMTLGJ2016.git
synced 2026-03-25 10:41:08 +00:00
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This commit is contained in:
parent
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@ -2,7 +2,8 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Collections;
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using InputHandler;
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using InputHandler;
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using UnityEngine.UI;
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public class LevelManager : MonoBehaviour {
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@ -23,12 +24,83 @@ public class LevelManager : MonoBehaviour {
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private SelectorWithBolts Selector;
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private GameObject PhysicsContainer;
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private int playerId;
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private int playerId;
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public Image Icon1;
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public Image Icon2;
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public Image Icon3;
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public Image IconGo;
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private IEnumerator CountDown()
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{
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{
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}
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}
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private IEnumerator FadeOutNumber(Image number)
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{
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||||
number.rectTransform.offsetMin = Vector2.zero;
|
||||
|
||||
Vector2 initialAnchorMin = new Vector2(0.4f, 0.3f);
|
||||
Vector2 initialAnchorMax = new Vector2(0.6f, 0.7f);
|
||||
|
||||
Vector2 finalAnchor = new Vector2(0.5f, 0.5f);
|
||||
|
||||
float ratio = 0f;
|
||||
|
||||
Color initialColor = number.color;
|
||||
Color finalColor = new Color(initialColor.r, initialColor.g, initialColor.b, 0f);
|
||||
|
||||
while (ratio < 1f)
|
||||
{
|
||||
ratio += Time.deltaTime / 1f;
|
||||
|
||||
number.rectTransform.anchorMin = Vector2.Lerp(initialAnchorMin, finalAnchor, ratio);
|
||||
number.rectTransform.anchorMax = Vector2.Lerp(initialAnchorMax, finalAnchor, ratio);
|
||||
|
||||
number.color = Color.Lerp(initialColor, finalColor, ratio);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
number.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
{
|
||||
state = GameState.Instance;
|
||||
void Start()
|
||||
{
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
InputManager.Instance.PushActiveContext("CinematicEvent", i);
|
||||
}
|
||||
|
||||
Icon1.gameObject.SetActive(false);
|
||||
Icon2.gameObject.SetActive(false);
|
||||
Icon3.gameObject.SetActive(false);
|
||||
IconGo.gameObject.SetActive(false);
|
||||
|
||||
StartCoroutine(CountDown());
|
||||
|
||||
|
||||
|
||||
state = GameState.Instance;
|
||||
state.currentLevel = this;
|
||||
int numColumns = state.numColumns;
|
||||
int numRows = state.numRows;
|
||||
@ -83,14 +155,14 @@ public class LevelManager : MonoBehaviour {
|
||||
SoundManager.Instance.PlayShortHorn();
|
||||
}
|
||||
|
||||
/*void Update()
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
StartCoroutine(SendWinnerToTheSky(state.players[1]));
|
||||
StartCoroutine(FadeToDark());
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
public void PressTile(int letterNum, RuneBehaviour tile)
|
||||
{
|
||||
@ -280,7 +352,7 @@ public class LevelManager : MonoBehaviour {
|
||||
|
||||
yield return null;
|
||||
}
|
||||
Application.LoadLevel(0); //TODO Check this
|
||||
Application.LoadLevel(1); //TODO Check this
|
||||
}
|
||||
|
||||
private void EnableKinematics(bool state)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user