Beispiel #1
0
 public void SetterExitOuter(StorySetter s)
 {
     oSetter            = setter;
     setter             = null;
     data.state.inStory = false;
     data.state.lastTimeStoryVisited = Time.time;
 }
Beispiel #2
0
 public void SetterEnterOuter(StorySetter s)
 {
     oSetter = setter;
     setter  = s;
     lastTimeStoryVisited = Time.time;
     inStory = true;
 }
Beispiel #3
0
    public void SetStartToCurrentStory()
    {
        startSetter = currentSetter;
        setter      = data.journey.setters[startSetter];
        startStory  = setter.currentStory;

        startPage = setter.stories[startStory].currentPage;
    }
Beispiel #4
0
    public void ExitInner(StorySetter s)
    {
        //print("exiting the inner");

        data.inputEvents.OnTap.RemoveListener(CheckForStart);
        data.inputEvents.OnEdgeSwipeLeft.RemoveListener(NextPage);
        data.inputEvents.OnEdgeSwipeRight.RemoveListener(PreviousPage);
        story.OnExitInner.Invoke();
        DoFade(1);
    }
Beispiel #5
0
    public void ExitOuter(StorySetter s)
    {
        DoFade(0);
        story.OnExitOuter.Invoke();

        setter.perimeter.OnDoFade.RemoveListener(DoFade);

        /*for( int i = 0; i < localCycles.Length; i ++ ){
         * localCycles[i].SpinDown();
         * }*/
    }
Beispiel #6
0
    // Update is called once per frame
    void OnDrawGizmos()
    {
        if (debug)
        {
            for (int i = 0; i < journey.monoSetters.Length; i++)
            {
                StorySetter s       = journey.monoSetters[i];
                float       inside  = s.perimeter.innerRadius;
                float       outside = s.perimeter.outerRadius;


                Vector3 p1;
                Vector3 p2;
                for (int j = 0; j < 20; j++)
                {
                    float a1 = (float)j / 20;
                    float a2 = (float)((j + 1) % 20) / 20;

                    a1 *= 2 * Mathf.PI;
                    a2 *= 2 * Mathf.PI;

                    Vector3 o1 = new Vector3(Mathf.Sin(a1), 0, -Mathf.Cos(a1));
                    o1 *= outside;

                    Vector3 o2 = new  Vector3(Mathf.Sin(a2), 0, -Mathf.Cos(a2));
                    o2 *= outside;

                    p1 = s.transform.position + o1;
                    p2 = s.transform.position + o2;

                    Gizmos.DrawLine(p1, p2);



                    o1  = new Vector3(Mathf.Sin(a1), 0, -Mathf.Cos(a1));
                    o1 *= inside;

                    o2  = new  Vector3(Mathf.Sin(a2), 0, -Mathf.Cos(a2));
                    o2 *= inside;

                    p1 = s.transform.position + o1;
                    p2 = s.transform.position + o2;

                    Gizmos.DrawLine(p1, p2);
                }
            }
        }
    }
Beispiel #7
0
    // We will have already set the  current story etc. here because we will always call:
    // enter outer THAN enter inner
    public void EnterInner(StorySetter s)
    {
//    print("entering inner of controller");

        data.framer.Set(currentPage);

        // Making it so the colliders
        SetColliders(true);
        data.textParticles.Release();//.Set( CS.pages[CS.currentPageID] );
        story.OnEnterInner.Invoke();

        DoFade(1);

        story._Activate(false);
        currentPage._Activate(false);
    }
Beispiel #8
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    /*
     *
     *
     * _______  __    _  _______  _______  ______      _______  __   __  _______  __    _  _______  _______
     |       ||  |  | ||       ||       ||    _ |    |       ||  | |  ||       ||  |  | ||       ||       |
     |    ___||   |_| ||_     _||    ___||   | ||    |    ___||  |_|  ||    ___||   |_| ||_     _||  _____|
     |   |___ |       |  |   |  |   |___ |   |_||_   |   |___ |       ||   |___ |       |  |   |  | |_____
     |    ___||  _    |  |   |  |    ___||    __  |  |    ___||       ||    ___||  _    |  |   |  |_____  |
     |   |___ | | |   |  |   |  |   |___ |   |  | |  |   |___  |     | |   |___ | | |   |  |   |   _____| |
     |_______||_|  |__|  |___|  |_______||___|  |_|  |_______|  |___|  |_______||_|  |__|  |___|  |_______|
     |
     |
     |
     */


    public void EnterOuter(StorySetter s)
    {
        // Set up all our fun stuff
        setter        = s;
        story         = s.CS;
        currentPageID = story.currentPage;
        pages         = story.pages;
        currentPage   = story.pages[currentPageID];
        data.sceneCircle.Set(setter.perimeter);
        setter.perimeter.OnDoFade.AddListener(DoFade);

        DoFade(0);

        story.OnEnterOuter.Invoke();


        data.inputEvents.OnTap.AddListener(CheckForStart);
        data.inputEvents.OnEdgeSwipeLeft.AddListener(NextPage);
        data.inputEvents.OnEdgeSwipeRight.AddListener(PreviousPage);
    }
Beispiel #9
0
 public void UnsetSetter()
 {
     oSetter = setter;
     setter  = null;
 }
Beispiel #10
0
 public void SetSetter(StorySetter s)
 {
     oSetter = setter;
     setter  = s;
 }
Beispiel #11
0
 public void SetterExitInner(StorySetter s)
 {
 }
Beispiel #12
0
 public void SetterEnterInner(StorySetter s)
 {
 }
Beispiel #13
0
    public override void OnLive()
    {
        data.book.CloseBook();

        //public string
        if (startInStory || startInPages)
        {
            // Set our setter to the correct ID
            currentSetter = startSetter;


            // debug
            if (startSetter > data.journey.setters.Length)
            {
                print("starting setter greater than total Setters");
            }

            // Get our actual setter
            setter = data.journey.setters[startSetter];


            // Set our player Position
            data.player.position = data.journey.setters[currentSetter].transform.position;

            // Set our terrain position to teh correct position
            data.terrainTap.SetTransform(data.journey.setters[currentSetter].transform);


            // As long as we are starting correctly
            if (startStory >= 0)
            {
                if (setter.stories[startStory] != null)
                {
                    // Get our actual story
                    story = setter.stories[startStory];

                    // Set our state to our current story
                    SetStoryState(story);

                    // Enter our perimeter to toggle everything correctly
                    setter.perimeter.EnterOuter();
                    setter.perimeter.EnterInner();
                }
                else
                {
                    Debug.Log("NO SUB STORY!!!");
                }
            }


            //data.journey.setters[data.journey.currentSetter].
        }
        else
        {
            if (startWithStoryState)
            {
                // Set our setter to the correct ID
                currentSetter = startSetter;


                // debug
                if (startSetter > data.journey.setters.Length)
                {
                    print("starting setter greater than total Setters");
                }

                // Get our actual setter
                setter = data.journey.setters[startSetter];

                print("Setting story info");

                // Get our actual story
                story = setter.stories[startStory];

                // Set our state to our current story
                SetStoryState(story);
            }
        }

        inStory = startInStory;
        inPages = startInPages;



        if (hasFallen)
        {
            //print("HAS FALLEN");

            data.playerControls.animator.SetBool("FallAsleep", false);
            data.playerControls.animator.SetBool("Falling", false);
            data.playerControls.animator.SetBool("GetUp", true);
            data.playerControls.animator.Play("Grounded");

            storiesVisited.Add(data.journey.setters[0]);
        }
        else
        {
            //data.playerControls.Fall();
        }


        //data.journey.inStory = startInStory;
        if (startInStory && !startInPages)
        {
            data.cameraControls.SetFollowTarget();
        }


        if (startInPages)
        {
            //        print( data.journey.controller.currentPage );


            // data.journey.controller
            data.journey.controller.currentPageID = startPage;
            data.journey.controller.currentPage   = data.journey.controller.CP;
            data.journey.controller.SetAllEvents();
            firstStory = true;

            data.journey.controller.StartStory();

            if (startPage != 0)
            {
                data.framer.Set(data.journey.controller.currentPage);
            }
        }
        else
        {
            data.journey.controller.started = false;

            // IF we have any old things playing, stop them playing now!
            for (int i = 0; i < data.journey.setters.Length; i++)
            {
                if (data.journey.setters[i].audio.playing)
                {
                    data.journey.setters[i].audio.Exit();
                }
            }

            // Fade in the global sound!
            data.sound.globalLooper.FadeIn();
        }

        firstStory = false;


        if (DOFULL)
        {
            if (startInBook)
            {
                //print("open books");
                data.book.OpenBook();
            }

            if (hasPickedUpBook)
            {
                PickUpBook();
            }
            else
            {
                PutDownBook();
            }


            if (!monolithParticlesEmitting)
            {
                DisconnectMonolith(whichMonolithEmitting);
            }
            else
            {
                ConnectMonolith(whichMonolithEmitting);
            }
        }


        /*   if( startInBookPages ){
         * data.book.OpenStory(data.book.currentSetter);
         * }*/


        OnLiveEvent.Invoke();
    }
Beispiel #14
0
 public void NoCurrentStory(StorySetter setter)
 {
     print("NO CURRENT STORY: " + setter.gameObject);
 }
Beispiel #15
0
 public void SetterExitInner(StorySetter s)
 {
     data.state.lastTimeStoryVisited = Time.time;
     data.state.inStory = false;
 }
Beispiel #16
0
 public void SetterExitOuter(StorySetter s)
 {
     oSetter = setter;
     setter  = null;
 }