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57 lines
1.7 KiB
C#
57 lines
1.7 KiB
C#
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 MoreMountains.Tools;
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namespace MoreMountains.Feel
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{
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/// <summary>
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/// This class handles the instruction texts that appear in the Feel demo scenes
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/// </summary>
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public class FeelDemosInstructions : MonoBehaviour
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{
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[Header("Bindings")]
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/// a text component where we'll display instructions
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public Text TargetText;
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/// the delay, in seconds, before instructions disappear
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public float DisappearDelay = 3f;
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/// the duration, in seconds, of the instructions disappearing transition
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public float DisappearDuration = 0.3f;
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[Header("Texts")]
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/// the text to display when running the demos on desktop
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public string DesktopText = "Press space to...";
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/// the text to display when running the demos on mobile
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public string MobileText = "Tap anywhere to...";
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protected CanvasGroup _canvasGroup;
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/// <summary>
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/// On Awake we detect our platform and assign text accordingly
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/// </summary>
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protected virtual void Awake()
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{
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#if UNITY_ANDROID || UNITY_IPHONE
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TargetText.text = MobileText;
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#else
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TargetText.text = DesktopText;
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#endif
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_canvasGroup = this.gameObject.GetComponent<CanvasGroup>();
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StartCoroutine(DisappearCo());
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}
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/// <summary>
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/// A coroutine used to hide the instructions after a while
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator DisappearCo()
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{
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yield return MMCoroutine.WaitFor(DisappearDelay);
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StartCoroutine(MMFade.FadeCanvasGroup(_canvasGroup, DisappearDuration, 0f, true));
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yield return MMCoroutine.WaitFor(DisappearDuration + 0.1f);
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this.gameObject.SetActive(false);
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}
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}
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} |