Commit e7b8af94 authored by radow's avatar radow
Browse files

cutscene 2

parent 7b41b137
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Cutscene_start : MonoBehaviour
{
public GameObject[] players;
public Gate gate;
public AudioSource step;
public TextMeshProUGUI subtitles;
public Image fadescreen;
public float nextin;
bool waiting;
bool fadeToBlack;
float duration = 2;
float progress;
void Update()
{
if (waiting && Input.GetKeyDown(KeyCode.Space)) waiting = false;
nextin -= Time.deltaTime;
if (nextin < 0 && !waiting) Next();
if (fadeToBlack)
{
progress += Time.deltaTime;
Color c = Color.black;
c.a = progress / duration;
fadescreen.color = c;
}
}
int part;
int player;
void Next()
{
switch (part)
{
case 0:
player = 0;
nextin = 1;
break;
case 1:
player = 1;
nextin = 1;
step.Play();
break;
case 2:
player = 2;
nextin = 1;
step.Play();
break;
case 3:
player = 3;
nextin = 1;
step.Play();
subtitles.text = "Imprisoned! \n[Space]";
waiting = true;
break;
case 4:
player = 4;
nextin = 1;
subtitles.text = "";
break;
case 5:
player = 5;
nextin = 1;
step.Play();
break;
case 6:
player = 6;
nextin = 1;
step.Play();
break;
case 7:
player = 7;
nextin = 1;
step.Play();
break;
case 8:
player = 1;
nextin = 1;
step.Play();
break;
case 9:
player = 2;
nextin = 1;
step.Play();
break;
case 10:
player = 3;
nextin = 1;
step.Play();
subtitles.text = "And they seem to have cast some spell on me as well. *Shudder* \n[Space]";
waiting = true;
break;
case 11:
player = 4;
nextin = 1;
subtitles.text = "";
break;
case 12:
player = 5;
nextin = 1f;
step.Play();
break;
case 13:
player = 6;
nextin = 1f;
step.Play();
break;
case 14:
player = 6;
gate.Switch();
nextin = .5f;
break;
case 15:
player = 8;
nextin = 1f;
break;
case 16:
player = 8;
nextin = 1;
subtitles.text = "The gate opend? And just like that?\nWell lucky me! \n[Space]";
waiting = true;
break;
case 17:
player = 8;
nextin = 1;
subtitles.text = "";
break;
case 18:
player = 8;
nextin = 3;
StartCoroutine(LoadYourAsyncScene());
break;
case 19:
break;
}
//chose correct player
for (int i = 0; i < players.Length; i++)
{
players[i].SetActive(i == player);
}
part++;
}
IEnumerator LoadYourAsyncScene()
{
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().buildIndex + 1, LoadSceneMode.Single);
while (!asyncLoad.isDone)
{
yield return null;
}
}
}
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