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@SenpaiRar
Last active May 13, 2019 16:16
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Save SenpaiRar/a9f47574ff3c8f4faf1c844ed0a495fa to your computer and use it in GitHub Desktop.
This is the script that handles the player going to sleep. Alot of is dealing with the fade which I'll cover later.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Sleep_Clickable : ClickableParent
{
//DaycountManager is the manager that handles specifically the days system
public DayCountManager DayManager;
public Text DayDisplay;
public Text DifficultyDisplay;
public Image FadeImage;
public float MinimumDistance;
public AudioClip Clip;
private AudioSource Source;
private float currentAlphaOfImage;
void Start(){
Source = GameObject.Find("Player").GetComponent<AudioSource>();
FadeImage.color = new Color(FadeImage.color.r, FadeImage.color.g, FadeImage.color.b, 0);
currentAlphaOfImage = 0;
DayDisplay.enabled = false;
DifficultyDisplay.enabled = false;
}
public override void OnClick(Vector3 ClickPosition){
if(Vector3.Distance(ClickPosition, transform.position) <= MinimumDistance)
Source.PlayOneShot(Clip);
StartCoroutine(Fade());
}
IEnumerator Fade(){
while(FadeImage.color.a < 1){
currentAlphaOfImage += 0.1f;
FadeImage.color = FadeImage.color = new Color(FadeImage.color.r, FadeImage.color.g, FadeImage.color.b, currentAlphaOfImage);
yield return new WaitForSeconds(0.01f);
}
DayManager.NextDay();
DayDisplay.text = "Day: " + DayManager.CurrentDay.ToString();
DayDisplay.enabled = true;
DifficultyDisplay.text = "Difficulty Level: " + PopManager.DifficultyLevel.ToString();
DifficultyDisplay.enabled = true;
yield return new WaitForSeconds(5.0f);
DifficultyDisplay.enabled = false;
DayDisplay.enabled = false;
while(FadeImage.color.a > 0){
currentAlphaOfImage -= 0.1f;
FadeImage.color = FadeImage.color = new Color(FadeImage.color.r, FadeImage.color.g, FadeImage.color.b, currentAlphaOfImage);
yield return new WaitForSeconds(0.01f);
}
currentAlphaOfImage = 0;
FadeImage.color = FadeImage.color = new Color(FadeImage.color.r, FadeImage.color.g, FadeImage.color.b, currentAlphaOfImage);
StopCoroutine(Fade());
}
}
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