update coroutine
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parent
8e3f4812d6
commit
acc544ba26
3 changed files with 13 additions and 13 deletions
BIN
Media/Icon.png
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BIN
Media/Icon.png
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After Width: | Height: | Size: 5.9 KiB |
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@ -5,7 +5,7 @@
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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<PackageReference Include="Coroutine" Version="1.0.4" />
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<PackageReference Include="Coroutine" Version="2.0.0" />
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<PackageReference Include="MLEM.Startup" Version="3.3.3-204" />
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<PackageReference Include="MLEM.Startup" Version="3.3.3-204" />
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<PackageReference Include="MonoGame.Framework.Portable" Version="3.7.1.189">
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<PackageReference Include="MonoGame.Framework.Portable" Version="3.7.1.189">
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<PrivateAssets>all</PrivateAssets>
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<PrivateAssets>all</PrivateAssets>
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@ -385,7 +385,7 @@ namespace TouchyTickets {
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uiSystem.TextFormatter.AddImage(modifier.Name, modifier.Texture);
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uiSystem.TextFormatter.AddImage(modifier.Name, modifier.Texture);
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}
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}
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public static IEnumerator<IWait> DisplaySplash(Action loadGame) {
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public static IEnumerator<Wait> DisplaySplash(Action loadGame) {
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var splash = new Group(Anchor.TopLeft, Vector2.One, false) {
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var splash = new Group(Anchor.TopLeft, Vector2.One, false) {
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OnDrawn = (e, time, batch, alpha) => batch.Draw(batch.GetBlankTexture(), e.DisplayArea, Color.Black * alpha)
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OnDrawn = (e, time, batch, alpha) => batch.Draw(batch.GetBlankTexture(), e.DisplayArea, Color.Black * alpha)
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};
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};
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@ -395,9 +395,9 @@ namespace TouchyTickets {
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GameImpl.Instance.UiSystem.Add("Splash", splash).Priority = 100000;
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GameImpl.Instance.UiSystem.Add("Splash", splash).Priority = 100000;
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while (center.DrawAlpha < 1) {
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while (center.DrawAlpha < 1) {
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center.DrawAlpha += 0.015F;
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center.DrawAlpha += 0.015F;
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yield return new WaitEvent(CoroutineEvents.Update);
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yield return new Wait(CoroutineEvents.Update);
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}
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}
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yield return new WaitSeconds(0.5);
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yield return new Wait(0.5);
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var analyticsFlag = new FileInfo(Path.Combine(SaveHandler.GetGameDirectory(true).FullName, "_ReadGdpr"));
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var analyticsFlag = new FileInfo(Path.Combine(SaveHandler.GetGameDirectory(true).FullName, "_ReadGdpr"));
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if (!analyticsFlag.Exists) {
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if (!analyticsFlag.Exists) {
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@ -413,25 +413,25 @@ namespace TouchyTickets {
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CoroutineHandler.RaiseEvent(evt);
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CoroutineHandler.RaiseEvent(evt);
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}
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}
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});
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});
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yield return new WaitEvent(evt);
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yield return new Wait(evt);
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}
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}
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yield return new WaitSeconds(0.25);
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yield return new Wait(0.25);
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loadGame();
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loadGame();
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yield return new WaitSeconds(0.25);
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yield return new Wait(0.25);
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while (center.DrawAlpha > 0) {
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while (center.DrawAlpha > 0) {
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center.DrawAlpha -= 0.015F;
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center.DrawAlpha -= 0.015F;
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yield return new WaitEvent(CoroutineEvents.Update);
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yield return new Wait(CoroutineEvents.Update);
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}
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}
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while (splash.DrawAlpha > 0) {
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while (splash.DrawAlpha > 0) {
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splash.DrawAlpha -= 0.015F;
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splash.DrawAlpha -= 0.015F;
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yield return new WaitEvent(CoroutineEvents.Update);
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yield return new Wait(CoroutineEvents.Update);
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}
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}
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splash.System.Remove(splash.Root.Name);
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splash.System.Remove(splash.Root.Name);
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}
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}
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private void FadeUi(bool fadeOut, Action after = null) {
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private void FadeUi(bool fadeOut, Action after = null) {
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IEnumerator<IWait> Impl() {
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IEnumerator<Wait> Impl() {
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// disable input handling during fade
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// disable input handling during fade
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this.uiSystem.Controls.HandleTouch = false;
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this.uiSystem.Controls.HandleTouch = false;
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GameImpl.Instance.DrawMap = true;
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GameImpl.Instance.DrawMap = true;
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@ -440,7 +440,7 @@ namespace TouchyTickets {
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while (alpha > 0) {
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while (alpha > 0) {
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alpha -= 0.03F;
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alpha -= 0.03F;
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this.currentUi.DrawAlpha = !fadeOut ? 1 - alpha : alpha;
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this.currentUi.DrawAlpha = !fadeOut ? 1 - alpha : alpha;
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yield return new WaitEvent(CoroutineEvents.Update);
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yield return new Wait(CoroutineEvents.Update);
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}
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}
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this.uiSystem.Controls.HandleTouch = true;
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this.uiSystem.Controls.HandleTouch = true;
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GameImpl.Instance.DrawMap = fadeOut;
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GameImpl.Instance.DrawMap = fadeOut;
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@ -519,12 +519,12 @@ namespace TouchyTickets {
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}
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}
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}
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}
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private static IEnumerator<IWait> WobbleElement(CustomDrawGroup element, float intensity = 0.02F) {
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private static IEnumerator<Wait> WobbleElement(CustomDrawGroup element, float intensity = 0.02F) {
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var sin = 0F;
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var sin = 0F;
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while (sin < MathHelper.Pi) {
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while (sin < MathHelper.Pi) {
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element.ScaleOrigin(1 + (float) Math.Sin(sin) * intensity);
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element.ScaleOrigin(1 + (float) Math.Sin(sin) * intensity);
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sin += 0.2F;
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sin += 0.2F;
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yield return new WaitEvent(CoroutineEvents.Update);
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yield return new Wait(CoroutineEvents.Update);
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}
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}
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element.Transform = Matrix.Identity;
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element.Transform = Matrix.Identity;
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}
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}
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