Beispiel #1
0
        public void ObjectState(Boolean p_stateValue, Boolean p_skipAnimation)
        {
            enabled = true;
            String text = (!p_stateValue) ? m_DeactiveClip : m_ActiveClip;

            if (p_skipAnimation)
            {
                if (m_Animation[text] != null)
                {
                    m_Animation.Play(text, PlayMode.StopAll);
                    m_Animation[text].normalizedTime = 1f;
                    m_Animation.Sample();
                }
                m_animEndTime     = Time.time;
                m_interactionTime = Time.time;
                if (m_interaction != null)
                {
                    enabled = false;
                    m_interaction.ReleaseInteractLock();
                    m_interaction.TriggerStateChange();
                }
            }
            else
            {
                AudioManager.Instance.RequestPlayAudioID((!p_stateValue) ? m_switchRelease : m_switchLock, 1, -1f, gameObject.transform, 1f, 0f, 0f, null);
                m_animEndTime     = Time.time;
                m_interactionTime = Time.time;
                if (m_Animation[text] != null)
                {
                    m_Animation.Play(text, PlayMode.StopAll);
                    m_animEndTime     += m_Animation[text].clip.length;
                    m_interactionTime += m_Animation[text].clip.length * m_triggerAfterPlayTimePercentage;
                }
            }
        }
Beispiel #2
0
 private void InvokeTriggerStateChange()
 {
     if (m_interaction != null)
     {
         m_interaction.TriggerStateChange();
         m_interaction.ReleaseInteractLock();
     }
 }
Beispiel #3
0
        public void ObjectState(Boolean p_stateValue, Boolean p_skipAnimation)
        {
            enabled = true;
            AudioController.Stop(m_doorCloseSoundID);
            AudioController.Stop(m_doorOpenSoundID);
            String text = (!p_stateValue) ? m_DeactiveClip : m_ActiveClip;

            if (collider != null)
            {
                collider.enabled = !p_stateValue;
            }
            if (p_skipAnimation)
            {
                if (m_Animation[text] != null)
                {
                    m_Animation.Play(text, PlayMode.StopAll);
                    m_Animation[text].normalizedTime = 1f;
                    m_Animation.Sample();
                }
                m_animEndTime     = Time.time;
                m_interactionTime = Time.time;
                if (m_interaction != null)
                {
                    enabled = false;
                    m_interaction.ReleaseInteractLock();
                    m_interaction.TriggerStateChange();
                }
            }
            else
            {
                AudioManager.Instance.RequestPlayAudioID((!p_stateValue) ? m_doorCloseSoundID : m_doorOpenSoundID, 1, -1f, gameObject.transform, m_soundVolume, 0f, 0f, null);
                m_animEndTime     = Time.time;
                m_interactionTime = Time.time;
                if (m_Animation[text] != null)
                {
                    m_Animation.Play(text, PlayMode.StopAll);
                    m_animEndTime += m_Animation[text].clip.length;
                    if (p_stateValue)
                    {
                        m_interactionTime += m_Animation[text].clip.length * m_triggerAfterPlayTimePercentage;
                    }
                }
            }
        }