public Pause(ref global_vars vars, ref Playable playmode, ref Game1 game) : base(game) { this.game = game; this.playmode = playmode; thisPause = this; variables = vars; HUDLocation = variables.HUDLOC; layoverPosition = new Rectangle(0, 0, variables.screen_width, variables.screen_height); pauseTimer = new Timer(vars.PAUSE_DELAY, game); pauseTimer.Elapsed = pauseDelay; }
public Campaign(ref global_vars vars, Player player, Texture2D map, Game1 game) : base(game) { this.variables = vars; this.player = player; this.map = map; this.game = game; thisCampaign = this; play = this; s1 = new Vector2(40, variables.screen_height - 40); l1 = new Rectangle(variables.screen_width - 190, variables.screen_height - 70, 50, 50); l2 = new Rectangle(variables.screen_width - 130, variables.screen_height - 70, 50, 50); l3 = new Rectangle(variables.screen_width - 70, variables.screen_height - 70, 50, 50); mapPosition = new Rectangle(0, 0, variables.screen_width, variables.screen_height); this.character = this.player.getCharacter(thisCampaign); creepers = 0; shadows = 0; }
public static void handleCommand(ref Character character, ref Playable playable, ref global_vars variables, ref Game1 game) { keypressed = Keyboard.GetState(); //Player movement if (keypressed.IsKeyDown(variables.CHARACTER_UP) && (character.getPosition().Y > 0)) { character.setPosition(character.getPosition().X, character.getPosition().Y - variables.CHARACTER_DEFAULT_MOVE_SPEED); character.move_state = global_vars.movestate.up; } else if (keypressed.IsKeyDown(variables.CHARACTER_DOWN) && (character.getPosition().Y < (variables.screen_height - variables.CHARACTER_HEIGHT))) { character.setPosition(character.getPosition().X, character.getPosition().Y + variables.CHARACTER_DEFAULT_MOVE_SPEED); character.move_state = global_vars.movestate.down; } else if (keypressed.IsKeyDown(variables.CHARACTER_RIGHT) && (character.getPosition().X < variables.screen_width - variables.CHARACTER_WIDTH)) { character.setPosition(character.getPosition().X + variables.CHARACTER_DEFAULT_MOVE_SPEED, character.getPosition().Y); character.move_state = global_vars.movestate.right; } else if (keypressed.IsKeyDown(variables.CHARACTER_LEFT) && (character.getPosition().X > 0)) { character.setPosition(character.getPosition().X - variables.CHARACTER_DEFAULT_MOVE_SPEED, character.getPosition().Y); character.move_state = global_vars.movestate.left; } else character.move_state = global_vars.movestate.notmoving; //User commands (spells, shields, etc) //Attacks start at player's center int posx = character.getPosition().X + (variables.CHARACTER_WIDTH / 4); int posy = character.getPosition().Y + (variables.CHARACTER_HEIGHT / 4); int shieldx = character.getPosition().X - (variables.SHIELD_WIDTH / 2); int shieldy = character.getPosition().Y - (variables.SHIELD_HEIGHT / 2); //Sheild (One at a time) if (keypressed.IsKeyDown(variables.SHIELD) && (character.shieldOut == false)) { try { bool answer = playable.notify(global_vars.notification.ShieldRequest); if (answer) { character.shieldOut = true; game.Components.Add(new Basic_Shield(10000, new Rectangle(shieldx, shieldy, variables.SHIELD_WIDTH, variables.SHIELD_HEIGHT), ref character, ref variables, ref game)); } } catch (Exception e) { throw e; } } //Basic Attack if (keypressed.IsKeyDown(variables.ATTACK_BASIC_UP) && (character.attackReady == true)) { character.attackReady = false; game.Components.Add(new Basic_Attack(3000, new Rectangle(posx, posy, variables.ATTACK_SPELL_SIZE, variables.ATTACK_SPELL_SIZE), 'u', global_vars.sender.Character, ref variables, ref game)); } else if (keypressed.IsKeyDown(variables.ATTACK_BASIC_RIGHT) && (character.attackReady == true)) { character.attackReady = false; game.Components.Add(new Basic_Attack(3000, new Rectangle(posx, posy, variables.ATTACK_SPELL_SIZE, variables.ATTACK_SPELL_SIZE), 'r', global_vars.sender.Character, ref variables, ref game)); } else if (keypressed.IsKeyDown(variables.ATTACK_BASIC_LEFT) && (character.attackReady == true)) { character.attackReady = false; game.Components.Add(new Basic_Attack(3000, new Rectangle(posx, posy, variables.ATTACK_SPELL_SIZE, variables.ATTACK_SPELL_SIZE), 'l', global_vars.sender.Character, ref variables, ref game)); } else if (keypressed.IsKeyDown(variables.ATTACK_BASIC_DOWN) && (character.attackReady == true)) { character.attackReady = false; game.Components.Add(new Basic_Attack(3000, new Rectangle(posx, posy, variables.ATTACK_SPELL_SIZE, variables.ATTACK_SPELL_SIZE), 'd', global_vars.sender.Character, ref variables, ref game)); } //Special Ability if (keypressed.IsKeyDown(variables.SPECIAL_ABILITY)) { try { bool answer = playable.notify(global_vars.notification.SpecialRequest); if (answer) { Ability_Manager.performSpecialAbility(character.getSpecial(), ref variables, ref game); } } catch (Exception e) { } } //Exit Full Screen // if (keypressed.IsKeyDown(Keys.Escape)) // variables.manager.ToggleFullScreen(); }
public void SetPlayable(Playable playable) { m_Playable = playable; }
public virtual void OnBehaviourDone(Playable playable) { }
public virtual void OnBehaviourResume(Playable playable) { }
public override void OnPlayableCreate(Playable playable) { base.OnPlayableCreate(playable); playableGraph = TimelineManager.Instance.GetGraph(); }
public override void OnGraphStop(Playable playable) { }
public override void PrepareFrame(Playable playable, FrameData info) { girl.gameObject.GetComponent <BoyController>().setVelocity(); boy.gameObject.GetComponent <BoyController>().setVelocity(); base.PrepareFrame(playable, info); }
public override void ProcessFrame(Playable playable, FrameData info, object playerData) { base.ProcessFrame(playable, info, playerData); }
public StateHandle(SimpleAnimationPlayable s, int index, Playable target) { m_Parent = s; m_Index = index; m_Target = target; }
public Character getNewCharacter(Playable playable) { Character c = new Character(selectedSpecial, ref variables, ref game); c.setPlayable(playable); character = c; return c; }
// Called when the state of the playable is set to Paused public override void OnBehaviourPause(Playable playable, FrameData info) { }
// NOTE; gam0022 ここでClipのパラメータを定義できる // public float param1; // public float param2; // public Vector3 vec1; public override void OnPlayableCreate(Playable playable) { }
public override void OnGraphStart(Playable playable) { _subject = subject.Resolve(playable.GetGraph().GetResolver()); }
public override void OnPlayableCreate(Playable playable) { director = playable.GetGraph().GetResolver() as PlayableDirector; }
public override void OnGraphStart(Playable playable) { loopState = 0; continueCount = 0; }
public override void OnPlayableDestroy(Playable playable) { ClearChildTrackBindings(); }
public override void OnGraphStart(Playable playable) { _dialog = dialog.Resolve(playable.GetGraph().GetResolver()); }
public override void PrepareFrame(Playable playable, FrameData info) { base.PrepareFrame(playable, info); }
public override void OnBehaviourPlay(Playable playable, FrameData info) { _dialog.gameObject.SetActive(true); _dialog.text = dialogStr; }
public override void OnPlayableDestroy(Playable playable) { base.OnPlayableDestroy(playable); TimelineManager.Instance.OnDestroy(); }
public override void OnPlayableCreate(Playable playable) { propertyBlock = new MaterialPropertyBlock(); }
public override void OnGraphStart(Playable playable) { base.OnGraphStart(playable); }
private void RebuildGraph(Animator animator) { DestroyGraph(); m_Graph = PlayableGraph.Create("PreviewGraph"); m_Graph.SetTimeUpdateMode(DirectorUpdateMode.Manual); m_ClipPlayable = AnimationClipPlayable.Create(m_Graph, state.activeAnimationClip); m_ClipPlayable.SetOverrideLoopTime(true); m_ClipPlayable.SetLoopTime(false); m_ClipPlayable.SetApplyFootIK(false); m_CandidateClipPlayable = AnimationClipPlayable.Create(m_Graph, m_CandidateClip); IAnimationWindowPreview[] previewComponents = FetchPostProcessComponents(); bool requiresDefaultPose = previewComponents != null && previewComponents.Length > 0; int nInputs = requiresDefaultPose ? 3 : 2; // Create a layer mixer if necessary, we'll connect playable nodes to it after having populated AnimationStream. AnimationLayerMixerPlayable mixer = AnimationLayerMixerPlayable.Create(m_Graph, nInputs); m_GraphRoot = (Playable)mixer; // Populate custom playable preview graph. if (previewComponents != null) { foreach (var component in previewComponents) { m_GraphRoot = component.BuildPreviewGraph(m_Graph, m_GraphRoot); } } // Finish hooking up mixer. int inputIndex = 0; if (requiresDefaultPose) { AnimationMode.RevertPropertyModificationsForGameObject(state.activeRootGameObject); EditorCurveBinding[] streamBindings = AnimationUtility.GetAnimationStreamBindings(state.activeRootGameObject); m_DefaultPose = new AnimationClip() { name = "DefaultPose" }; AnimationWindowUtility.CreateDefaultCurves(state, m_DefaultPose, streamBindings); m_DefaultPosePlayable = AnimationClipPlayable.Create(m_Graph, m_DefaultPose); mixer.ConnectInput(inputIndex++, m_DefaultPosePlayable, 0, 1.0f); } mixer.ConnectInput(inputIndex++, m_ClipPlayable, 0, 1.0f); mixer.ConnectInput(inputIndex++, m_CandidateClipPlayable, 0, 1.0f); if (animator.applyRootMotion) { var motionX = AnimationMotionXToDeltaPlayable.Create(m_Graph); motionX.SetAbsoluteMotion(true); motionX.SetInputWeight(0, 1.0f); m_Graph.Connect(m_GraphRoot, 0, motionX, 0); m_GraphRoot = (Playable)motionX; } var output = AnimationPlayableOutput.Create(m_Graph, "ouput", animator); output.SetSourcePlayable(m_GraphRoot); output.SetWeight(0.0f); }
public virtual void OnBehaviourStart(Playable playable) { }
public override void OnGraphStop(Playable playable) { //Resources.UnloadUnusedAssets(); }
public virtual void OnBehaviourPause(Playable playable) { }
public override void OnBehaviourPlay(Playable playable, FrameData info) { //timelineObj = GameObject.Find(timelineGameObjName); //if (timelineObj) //{ // timeline = timelineObj.GetComponent<PlayableDirector>(); //} //if (timeline) //{ // var timelineAsset = timeline.playableAsset as TimelineAsset; // foreach (var track in timelineAsset.GetOutputTracks()) // { // var playableTrack = track as PlayableTrack; // if (playableTrack != null) // { // if (playableTrack.GetClips().ToList().Count > clipIndex) // timelineClip = playableTrack.GetClips().ToList()[clipIndex]; // } // } //} player = LsyCommon.FindPlayer(); Transform display; if (part == Part.playerFace) { if (player) { display = player.GetChild(0); for (int i = 0; i < display.childCount; i++) { if (display.GetChild(i).name.StartsWith("face")) { testObj = display.GetChild(i).gameObject; break; } } } } else if (part == Part.npcFace) { GameObject NPC; NPC = GameObject.Find(targetGameObjName); if (NPC) { testObj = NPC; } } if (testObj) { smr = testObj.GetComponent <SkinnedMeshRenderer>(); if (smr) { if (count < 1) { if ((int)materialIndex <= smr.materials.Length - 1) { mat = smr.materials[(int)materialIndex]; count++; } } else { if ((int)materialIndex <= smr.sharedMaterials.Length - 1) { mat = smr.sharedMaterials[(int)materialIndex]; } } } } }
public virtual void OnGraphStop(Playable playable) { }
private static InequalityFlags Equals(Unknown a, Playable b) { return(InequalityFlags.None); }
public void setPlayable(Playable playable) { this.playable = playable; }
private static InequalityFlags Equals(Playable a, Unknown b) { return(InequalityFlags.None); }
public override void OnGraphStart(Playable playable) { _director = playable.GetGraph().GetResolver() as PlayableDirector; }
public override void OnGraphStart(Playable playable) { girl.gameObject.GetComponent <BoyController>().ctrlState = BoyController.CtrlState.NonPlayer; boy.gameObject.GetComponent <BoyController>().ctrlState = BoyController.CtrlState.NonPlayer; base.OnGraphStart(playable); }
public Character getCharacter(Playable playable) { character.setPlayable(playable); return character; }
public void OnCurrentSongResponseReceived(IEnumerable<MPDSongResponseBlock> response) { if (response.Count() > 0) { Playable = PlayableFactory.CreatePlayable(response.First()); } }