using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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using NaughtyAttributes;
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public class TextController : MonoBehaviour, IResettable
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{
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[SerializeField]
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private TMP_Text m_levelText;
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[SerializeField]
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private TextMeshProUGUI m_detailsText;
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[SerializeField]
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private TextMeshProUGUI m_timerText;
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[SerializeField]
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private TextMeshProUGUI m_goText;
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[SerializeField]
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private Variables.Reference<bool> m_freezePlayer;
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[SerializeField]
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private Image m_backGround;
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[SerializeField, BoxGroup("Settings")]
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private float LevelFadeTime = 2;
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[SerializeField, BoxGroup("Settings")]
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private float Details1 = 1;
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[SerializeField, BoxGroup("Settings")]
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private float Details2 = 0.1f;
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[SerializeField, BoxGroup("Settings")]
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private float Details3 = 0.8f;
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[SerializeField, BoxGroup("Settings")]
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private float Fadetime = 1;
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[SerializeField, BoxGroup("Settings")]
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private float gotime = 0.5f;
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private IEnumerator Start()
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{
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m_backGround.gameObject.SetActive(true);
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m_freezePlayer.Value = true;
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yield return StartCoroutine(LevelName(LevelFadeTime));
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yield return StartCoroutine(DetailText(Details1, Details2, Details3));
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yield return StartCoroutine(Fade(Fadetime));
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yield return StartCoroutine(Go(gotime));
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}
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private IEnumerator LevelName(float time)
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{
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m_levelText.gameObject.SetActive(true);
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float start = 0;
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float end = 1;
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float elaspedTime = 0;
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Color color = m_levelText.color;
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while (elaspedTime < time)
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{
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float alpha = Mathf.Sin(Mathf.PI * (elaspedTime / time));
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color.a = alpha;
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m_levelText.color = color;
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yield return new WaitForEndOfFrame();
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elaspedTime += Time.deltaTime;
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}
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color.a = 0;
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m_levelText.color = color;
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m_levelText.gameObject.SetActive(false);
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}
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private IEnumerator DetailText(float time,float time2, float time3)
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{
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m_detailsText.gameObject.SetActive(true);
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m_detailsText.text = "10\n";
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yield return new WaitForSeconds(time);
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m_detailsText.text += "Seconds\n\n";
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yield return new WaitForSeconds(time);
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foreach(char c in "Get to the Chest")
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{
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m_detailsText.text += c;
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yield return new WaitForSeconds(time2);
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}
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yield return new WaitForSeconds(time3);
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}
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private IEnumerator Fade(float time)
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{
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float elaspedTime = 0;
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Color textColor = m_detailsText.color;
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Color backgroundColor = m_backGround.color;
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m_timerText.gameObject.SetActive(true);
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while (elaspedTime < time)
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{
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textColor.a = 1-(elaspedTime/time);
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backgroundColor.a = 1-(elaspedTime/time);
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m_backGround.color = backgroundColor;
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m_detailsText.color = textColor;
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yield return new WaitForEndOfFrame();
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elaspedTime+= Time.deltaTime;
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}
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textColor.a = 0;
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backgroundColor.a = 0;
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m_backGround.color = backgroundColor;
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m_detailsText.color = textColor;
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m_detailsText.gameObject.SetActive(false);
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m_backGround.gameObject.SetActive(false);
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}
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private IEnumerator Go(float time)
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{
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m_goText.gameObject.SetActive(true);
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yield return new WaitForSeconds(time);
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m_freezePlayer.Value = false;
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m_goText.gameObject.SetActive(false);
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}
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public void OnLevelLoad()
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{
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}
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public IEnumerator OnResetStart(float time)
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{
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yield return new WaitForSeconds(time - gotime);
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m_goText.gameObject.SetActive(true);
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yield return new WaitForSeconds(gotime);
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m_goText.gameObject.SetActive(false);
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}
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public void OnResetEnd()
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{
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}
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}
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