public void PerformScriptedAction(Enums.ScriptActionType action, params object[] data)
    {
        switch (action)
        {
        case Enums.ScriptActionType.PlayTimeline:
            int sequenceIndex = (int)data[0];
            PlayEncounter(currentConfig.sequence[sequenceIndex].timelineName);
            break;

        case Enums.ScriptActionType.PauseTimeline:
            director.Pause();
            break;

        case Enums.ScriptActionType.ReadDialogue:
            StartCoroutine(ReadDialogue((string)data[1], (float)data[2], (bool)data[3]));
            break;

        case Enums.ScriptActionType.ReadDialogueWaitForInput:
            StartCoroutine(ReadDialogue((string)data[1], (float)data[2], (bool)data[3]));
            waitingForInput = true;
            break;

        case Enums.ScriptActionType.WaitForChoice:
            director.Pause();
            break;

        case Enums.ScriptActionType.DrawEnemyDeck:
            Main.instance.GetCombatStateMachine().DrawEnemyDeck();
            break;

        case Enums.ScriptActionType.TransitionToEncounter:
            Main.instance.StartEncounter((Enums.EncounterID)data[4]);
            break;

        case Enums.ScriptActionType.EndCombat:
            EndEncounter();
            break;
        }
        currentScriptedAction = action;
        if ((bool)data[5] == true)
        {
            Main.instance.ScriptedPlayerTurn();
        }
    }
    public override void ProcessFrame(Playable playable, FrameData info, object playerData)
    {
        //ScriptPlayable<TimeMachineBehaviour> inputPlayable = (ScriptPlayable<TimeMachineBehaviour>)playable.GetInput(i);
        //Debug.Log(PlayableExtensions.GetTime<ScriptPlayable<TimeMachineBehaviour>>(inputPlayable));

        if (!Application.isPlaying)
        {
            return;
        }

        int inputCount = playable.GetInputCount();

        for (int i = 0; i < inputCount; i++)
        {
            float inputWeight = playable.GetInputWeight(i);
            ScriptPlayable <TimeMachineBehaviour> inputPlayable = (ScriptPlayable <TimeMachineBehaviour>)playable.GetInput(i);
            TimeMachineBehaviour input = inputPlayable.GetBehaviour();

            if (inputWeight > 0f)
            {
                if (!input.clipExecuted)
                {
                    switch (input.action)
                    {
                    case TimeMachineBehaviour.TimeMachineAction.Pause:
                        if (input.ConditionMet())
                        {
                            director.Pause();
                            input.clipExecuted = true;                                     //this prevents the command to be executed every frame of this clip
                        }
                        break;

                    case TimeMachineBehaviour.TimeMachineAction.JumpToTime:
                    case TimeMachineBehaviour.TimeMachineAction.JumpToMarker:
                        if (input.ConditionMet())
                        {
                            //Rewind
                            if (input.action == TimeMachineBehaviour.TimeMachineAction.JumpToTime)
                            {
                                //Jump to time
                                (playable.GetGraph().GetResolver() as PlayableDirector).time = (double)input.timeToJumpTo;
                            }
                            else
                            {
                                //Jump to marker
                                double t = markerClips[input.markerToJumpTo];
                                (playable.GetGraph().GetResolver() as PlayableDirector).time = t;
                            }
                            input.clipExecuted = false;                                     //we want the jump to happen again!
                        }
                        break;
                    }
                }
            }
        }
    }
Beispiel #3
0
    public void WaitForUserContinue(int step)
    {
        if (m_Step + 1 != step)
        {
            return;
        }

        director.Pause();
        m_Step = step;
        m_isWaitingForInput = true;
    }
Beispiel #4
0
        void timelineAction()
        {
            var go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (go == null)
            {
                return;
            }

            timeline.Pause();
        }
 void PlayStateEndAnim()
 {
     director.time -= Time.deltaTime;
     director.Evaluate();
     if (director.time <= 0)
     {
         director.time = 0;
         director.Pause();
         engine -= PlayStateEndAnim;
     }
 }
Beispiel #6
0
 public override void OnBehaviourPause(Playable playable, FrameData info)
 {
     if (pauseScheduled)
     {
         pauseScheduled = false;
         director.Pause();
     }
     else
     {
     }
 }
Beispiel #7
0
 /// <summary>
 /// Restart the show
 /// </summary>
 public void RestartShow()
 {
     if (presentationSlides.Count > 0)
     {
         Turn_On_Off_Slide(presentationSlides[slideIndex], false);
         slideIndex = 0;
         Turn_On_Off_Slide(presentationSlides[slideIndex], true);
         PlaySelectedTimelineByIndex(slideIndex);
         timelineDirector.Play();
         timelineDirector.Pause();
     }
 }
Beispiel #8
0
 public void Pause()
 {
     if (currentPlayableDirector == null)
     {
         return;
     }
     if (currentPlayableDirector.state == PlayState.Paused)
     {
         return;
     }
     currentPlayableDirector.Pause();
 }
Beispiel #9
0
        public override TaskStatus OnUpdate()
        {
            if (playableDirector == null)
            {
                Debug.LogWarning("PlayableDirector is null");
                return(TaskStatus.Failure);
            }

            playableDirector.Pause();

            return(TaskStatus.Success);
        }
Beispiel #10
0
 void OnPause(GameObject instigator = null)
 {
     if (director.state == PlayState.Playing)
     {
         director.Pause();
         wasPlaying = true;
     }
     else
     {
         wasPlaying = false;
     }
 }
Beispiel #11
0
 // Update is called once per frame
 void Update()
 {
     Timer += Time.deltaTime;
     if (myDirector.time > 55f)
     {
         for (int i = 0; i < DestroyThemAll.Length; i++)
         {
             Destroy(DestroyThemAll[i]);
         }
         myDirector.Pause();
     }
 }
    void TimelineEffect(string _effect)
    {
        switch (_effect)
        {
        case "play":
            timeline.Play();
            break;

        case "pause":
            timeline.Pause();
            break;
        }
    }
Beispiel #13
0
    private void OnShowTutorial(TutorialKey key)
    {
        switch (key)
        {
        case TutorialKey.Welcome:
            deliveryDirector.Pause();
            ShowContinueButton();
            break;

        case TutorialKey.MorningDelivery:
            deliveryDirector.Pause();
            ShowContinueButton();
            break;

        case TutorialKey.MorningDeliveryDone:
            break;

        case TutorialKey.ItemSetup:
            itemSetupDirector.Pause();
            break;

        case TutorialKey.ItemSetupFront:
            itemSetupDirector.Pause();
            break;

        case TutorialKey.ItemSetupPull:
            itemSetupDirector.Pause();
            break;

        case TutorialKey.ItemSetupReady:
            break;

        case TutorialKey.AutoSales:
            break;

        default:
            throw new ArgumentOutOfRangeException(nameof(key), key, null);
        }
    }
        private void SyncPlayState(PlayableGraph graph, double playableTime)
        {
            bool outOfRange = playableTime >= m_AssetDuration && director.extrapolationMode == DirectorWrapMode.None;

            if (graph.IsPlaying() && !outOfRange)
            {
                director.Play();
            }
            else
            {
                director.Pause();
            }
        }
Beispiel #15
0
 public void PDirPauser()
 {
     if (isPlaying)
     {
         playableDirector.Pause();
         isPlaying = false;
     }
     else
     {
         playableDirector.Resume();
         isPlaying = true;
     }
 }
Beispiel #16
0
            internal void Update(float deltaTime)
            {
                if (_isControlling && _isCapturing)
                {
                    if (_director != null && _director.isActiveAndEnabled)
                    {
                        if (_director.state == PlayState.Playing)
                        {
                            double time = _director.time + deltaTime;
                            if (time < _director.duration)
                            {
                                _director.time = time;
                                _director.Evaluate();
                            }
                            else
                            {
                                switch (_director.extrapolationMode)
                                {
                                case DirectorWrapMode.Loop:
                                    _director.time = time % _director.duration;
                                    _director.Evaluate();
                                    break;

                                case DirectorWrapMode.Hold:
                                    _director.time = _director.duration;
                                    _director.Evaluate();
                                    break;

                                case DirectorWrapMode.None:
                                    _director.time = 0f;
                                    _director.Pause();
                                    break;
                                }
                            }
                        }
                    }
                }
            }
Beispiel #17
0
    private void PauseLevelEvent_Handler(bool paused)
    {
        if (paused && _playableDirector.state != PlayState.Paused)
        {
            _playableDirector.Pause();
        }

        if (!paused && _playableDirector.state == PlayState.Paused)
        {
            _playableDirector.Resume();
        }

        Debug.Log("TimeLine time " + _playableDirector.time);
    }
Beispiel #18
0
    // Called when the state of the playable is set to Play
    public override void OnBehaviourPlay(Playable playable, FrameData info)
    {
        if (!isInit)
        {
            thisDirector = GameObject.Find("StageManager").GetComponent <PlayableDirector> ();

            if (thisDirector)
            {
                thisDirector.Pause();
                Boss = GameObject.Instantiate(BossPrefab, pos, Quaternion.identity);
            }
            isInit = true;
        }
    }
Beispiel #19
0
        public void OnNotify(Playable origin, INotification notification, object context)
        {
            // -------------

            if (notification is TimelinePauseMarker tpm)
            {
                if (tpm.IsActive)
                {
                    tpm.IsActive = false;
                    playableDirector.Pause();
                }
            }

            // -------------
        }
Beispiel #20
0
    public void PauseTimeLine()
    {
        PlayableDirector a = DirectorGameObject.GetComponent <PlayableDirector>();

        if (a != null)
        {
            foreach (var item in ListAnimations)
            {
                prevSpeed  = item.speed;
                item.speed = 0;
            }
            StartCoroutine(WaitAndPrint());
            a.Pause();
        }
    }
 void HandleTalkingToggle(bool enable)
 {
     if (enable)
     {
         timelineTalking.Play(timelineTalking.playableAsset, DirectorWrapMode.Loop);
         ForceToggleValue(toggleFace, true);
         cameraAnimator.SetFloat("Speed", cameraFaceSpeedMultiplier);
         cameraAnimator.SetTrigger("Reset");
     }
     else
     {
         timelineTalking.Pause();
         cameraAnimator.SetFloat("Speed", 1f);
     }
 }
        public override void Execute(GameObject instigator = null)
        {
            switch (mode)
            {
            case TimelineControlMode.Play: director.Play(); break;

            case TimelineControlMode.Stop: director.Stop();  break;

            case TimelineControlMode.Pause: director.Pause();  break;

            case TimelineControlMode.Loop: director.extrapolationMode = DirectorWrapMode.Loop; break;

            case TimelineControlMode.Hold: director.extrapolationMode = DirectorWrapMode.Hold; break;
            }
        }
Beispiel #23
0
    // Update is called once per frame
    void Update()
    {
        if (director.time > 70 && !press)
        {
            director.Pause();
            floatingText.gameObject.SetActive(true);
            floatingText1.gameObject.SetActive(true);
            floatingText2.gameObject.SetActive(true);
            floatingText3.gameObject.SetActive(true);
            floatingText4.gameObject.SetActive(true);
            floatingText5.gameObject.SetActive(true);
        }

        if (count == 1)
        {
            press = true;
            director.Resume();
        }

        if (director.time > 90)
        {
            fadeManager.Fade();
        }
    }
Beispiel #24
0
    public override void ProcessFrame(Playable playable, FrameData info, object playerData)
    {
        dialogBox = playerData as Image; // 这个地方有变化
        if (dialogBox != null)
        {
            DialogSystem dialogSys = dialogBox.gameObject.GetComponent <DialogSystem>();
            dialogSys.GetTextFromFile(sourceText);
            dialogBox.gameObject.SetActive(true);

            /*avatar = GameObject.FindGameObjectWithTag("DialogAvatar").GetComponent<Image>();
             * text = GameObject.FindGameObjectWithTag("DialogText").GetComponent<Text>();
             * avatar.sprite = avatarSourceImage;
             * text.text = sourceText;*/
            director.Pause();
        }
    }
Beispiel #25
0
    private void Pause()
    {
        PlayableDirector pd        = timeline.GetComponent <PlayableDirector>();
        AudioSource      audioData = GetComponent <AudioSource>();

        if (pd != null)
        {
            pd.Pause();
            audioData.Pause();
            pause.SetActive(false);
            pausedBefore = true;


            play.SetActive(true);
        }
    }
Beispiel #26
0
            public void Play_Pause()
            {
                if (director == null)
                {
                    return;
                }

                if (director.state == PlayState.Playing)
                {
                    director.Pause();
                }
                else
                {
                    director.Play();
                }
            }
Beispiel #27
0
 public void PlayPause(InputAction.CallbackContext cc)
 {
     if (cc.performed)
     {
         if (!Playing)
         {
             director.Play();
             //director.Pause();
             Playing = true;
         }
         else
         {
             director.Pause();
             Playing = false;
         }
     }
 }
Beispiel #28
0
        private void StartAnimation(CharacterAnimationInfo animationInfo, Action onComplete = null, Action onCancel = null, bool restart = true, bool async = false)
        {
            //IL_0030: Unknown result type (might be due to invalid IL or missing references)
            //IL_0046: Unknown result type (might be due to invalid IL or missing references)
            string animationName = animationInfo.animationName;
            string timelineKey   = animationInfo.timelineKey;

            m_animator2D.get_transform().set_localRotation(animationInfo.flipX ? Quaternion.Euler(0f, -135f, 0f) : Quaternion.Euler(0f, 45f, 0f));
            direction = animationInfo.direction;
            ITimelineAssetProvider characterData = m_characterData;

            if (characterData != null)
            {
                TimelineAsset timelineAsset;
                bool          flag = characterData.TryGetTimelineAsset(timelineKey, out timelineAsset);
                if (flag && null != timelineAsset)
                {
                    if (timelineAsset != m_playableDirector.get_playableAsset())
                    {
                        m_playableDirector.Play(timelineAsset);
                    }
                    else
                    {
                        if (restart || !m_animator2D.get_animationName().Equals(animationName))
                        {
                            m_playableDirector.set_time(0.0);
                        }
                        m_playableDirector.Resume();
                    }
                    m_hasTimeline = true;
                }
                else
                {
                    if (flag)
                    {
                        Log.Warning("Character named '" + m_characterData.get_name() + "' has a timeline setup for key '" + timelineKey + "' but the actual asset is null.", 323, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\HavreMap\\MapPathfindingActor.cs");
                    }
                    m_playableDirector.set_time(0.0);
                    m_playableDirector.Pause();
                    m_hasTimeline = false;
                }
            }
            m_animationCallback.Setup(animationName, restart, onComplete, onCancel);
            m_animator2D.SetAnimation(animationName, animationInfo.loops, async, restart);
            m_animationParameters = animationInfo.parameters;
        }
    private void ResetPlayer()
    {
        if (checkpointTracker == null)
        {
            checkpointTracker = GetComponent <CheckpointTracker>();
        }
        print("Last checkpoint was " + checkpointTracker);
        GameObject.Find("Player Rig").transform.position = checkpointTracker.lastCP.transform.position;
        GameObject.Find("Player Rig").transform.rotation = checkpointTracker.lastCP.transform.rotation;

        if (playableDirector == null)
        {
            playableDirector = GameObject.Find("Main Timeline").GetComponent <PlayableDirector>();
        }
        playableDirector.Pause();
        playableDirector.time = checkpointTracker.directorTime;
        playableDirector.Resume();
    }
Beispiel #30
0
    // Called when the state of the playable is set to Play
    public override void OnBehaviourPlay(Playable playable, FrameData info)
    {
        if (!isInit)
        {
            thisDirector = GameObject.Find("StageManager").GetComponent <PlayableDirector> ();
            TalkSet      = GameObject.Find("TalkSet");
            left         = TalkSet.transform.Find("Left").GetComponent <Image> ();
            right        = TalkSet.transform.Find("Right").GetComponent <Image> ();
            text         = TalkSet.transform.Find("Talk").GetComponent <Text> ();
            if (thisDirector)
            {
                thisDirector.Pause();
                EventManager.OnTouchBegin.AddListener(GoNextPage);

                GoNextPage(0);
            }
            isInit = true;
        }
    }