Beispiel #1
0
 public void FadeAndLoadScene(SceneReaction sceneReaction)
 {
     if (!isFading)
     {
         StartCoroutine(FadeAndSwitchScenes(sceneReaction.sceneName));
     }
 }
Beispiel #2
0
    ///////////////// END USING  ZEBEDEE SDK  ////////////////////////////////////////////////

    // This is the main external point of contact and influence from the rest of the project.
    // This will be called by a SceneReaction when the player wants to switch scenes.
    public void FadeAndLoadScene(SceneReaction sceneReaction)
    {
        // If a fade isn't happening then start fading and switching scenes.
        if (!isFading)
        {
            StartCoroutine(FadeAndSwitchScenes(sceneReaction.sceneName));
        }
    }
 // Called by SceneReaction (when Player switches Scenes)
 // Main External Point of Contact and Influence from rest of Project
 public void FadeAndLoadScene(SceneReaction sceneReaction)
 {
     // If Not Fading-to-Black yet
     if (!isFading)
     {
         // Start Fading to Black
         StartCoroutine(FadeAndSwitchScene(sceneReaction.sceneName));
     }
 }
        // This is the main external point of contact and influence from the rest of the project.
        // This will be called by a SceneReaction when the player wants to switch scenes.
        public void FadeAndLoadScene(SceneReaction sceneReaction)
        {
            // If a fade isn't happening then start fading and switching scenes.
            if (!sceneScreenFader.isFading)
            {
                if (playerSaveData && !initialStartingPositionName.Equals(""))
                {
                    // Save the StartingPosition's name to the data asset.
                    playerSaveData.Save(StartingPosition.startingPositionKey, sceneReaction.startingPointInLoadedScene);
                }


                StartCoroutine(FadeAndSwitchScenes(sceneReaction.sceneName));
                startingSceneName           = sceneReaction.name;
                initialStartingPositionName = sceneReaction.startingPointInLoadedScene;
            }
        }
Beispiel #5
0
 public void FadeAndLoadScene(SceneReaction sceneReaction)
 {
     StartCoroutine(SwitchScenes(sceneReaction.sceneName));
 }
    public static Dictionary <string, ConditionCollection> nodeA()
    {
        GameObject  nodeAgo = nodes.GetNode("A");
        SceneSounds ss      = FindObjectOfType <SceneSounds> ();

        AudioReaction whoosh_sound = new AudioReaction();

        whoosh_sound.audioSource = nodeAgo.GetComponent <AudioSource>() as AudioSource;
        whoosh_sound.audioClip   = ss.getSceneSoundByName("movewhoosh").clip;
        whoosh_sound.delay       = 0.0f;

        //float right
        ConditionCollection cc = new ConditionCollection();
        ReactionCollection  temp_react_collection = new ReactionCollection();
        MoveReaction        temp_react            = new MoveReaction();

        temp_react.destination          = "B";
        temp_react_collection.reactions = new Reaction[] {
            temp_react,
            whoosh_sound
        };
        cc.reactionCollection = temp_react_collection;
        Condition temp_cond = new Condition();

        temp_cond.toEval = () => {
            return(true);
        };
        cc.requiredConditions = new Condition[] {
            temp_cond
        };

        //float left
        ConditionCollection floatleftcc = new ConditionCollection();
        ReactionCollection  floatleft_react_collection    = new ReactionCollection();
        ReactionCollection  floatleft_negreact_collection = new ReactionCollection();

        PlayerTextReaction floatleft_react = new PlayerTextReaction();

        floatleft_react.message = "I'm outta here.";
        floatleft_react.delay   = 0f;

        SceneReaction win_reaction = new SceneReaction();

        win_reaction.delay  = 0;
        win_reaction.toLoad = 3;

        floatleft_react_collection.reactions = new Reaction[] {
            floatleft_react,
            win_reaction
        };

        PlayerTextReaction floatleft_neg_react = new PlayerTextReaction();

        floatleft_neg_react.message = "I can't get out ... London La Croix will see.";
        floatleft_neg_react.delay   = 0f;


        AudioReaction nooutside_react_sound = new AudioReaction();

        nooutside_react_sound.audioSource = nodeAgo.GetComponent <AudioSource>() as AudioSource;
        nooutside_react_sound.audioClip   = ss.getSceneSoundByName("nooutside").clip;
        nooutside_react_sound.delay       = 0.0f;

        floatleft_negreact_collection.reactions = new Reaction[] {
            floatleft_neg_react,
            nooutside_react_sound
        };

        floatleftcc.reactionCollection    = floatleft_react_collection;
        floatleftcc.negReactionCollection = floatleft_negreact_collection;
        Condition floatleft_cond = new Condition();

        floatleft_cond.toEval = () => {
            return((bool)GameData.GlobalBools["can_exit_tent"]);
        };
        floatleftcc.requiredConditions = new Condition[] {
            floatleft_cond
        };
        floatleftcc.reactionCollection.DoInit();
        floatleftcc.negReactionCollection.DoInit();

        //look
        ConditionCollection cclook = new ConditionCollection();
        ReactionCollection  look_react_collection = new ReactionCollection();

        PlayerTextReaction look_react = new PlayerTextReaction();

        look_react.message = "UGH! this music... gotta break out of here.";
        look_react.delay   = 0.0f;

        AudioReaction concert_react_sound = new AudioReaction();

        concert_react_sound.audioSource = nodeAgo.GetComponent <AudioSource>() as AudioSource;
        concert_react_sound.audioClip   = ss.getSceneSoundByName("concert").clip;
        concert_react_sound.delay       = 0.0f;

        look_react_collection.reactions = new Reaction[] {
            look_react,
            concert_react_sound
        };

        Condition always_true_cond = new Condition();

        always_true_cond.toEval = () => {
            return(true);
        };

        cclook.reactionCollection = look_react_collection;
        cclook.requiredConditions = new Condition[] {
            always_true_cond
        };
        cclook.reactionCollection.DoInit();

        Dictionary <string, ConditionCollection> htm = new Dictionary <string, ConditionCollection>();

        htm.Add("float right", cc);
        htm.Add("float left", floatleftcc);
        htm.Add("look", cclook);
        return(htm);
    }
 protected override void Init()
 {
     targetReaction = target as SceneReaction;
 }
Beispiel #8
0
    SceneReaction sceneReaction; // Esto habría que cribarlo...

    private void Start()
    {
        sceneReaction = FindObjectOfType <SceneReaction>();
    }
Beispiel #9
0
 public void FadeAndLoadScene(SceneReaction sceneReaction)
 {
 }