void InitAction(_action Action)
    {
        Color clr = Color.black;

        switch (Action)
        {
        case _action.None:
            break;

        case _action.FadeFromBlack:
            blackScreen.SetActive(true);
            alpha = 1;
            clr.a = alpha;
            blackScreen.GetComponent <SpriteRenderer> ().renderer.material.color = clr;
            break;

        case _action.FadeToBlack:
            blackScreen.SetActive(true);
            alpha = 0;
            clr.a = alpha;
            blackScreen.GetComponent <SpriteRenderer> ().renderer.material.color = clr;
            break;

        default:
            break;
        }
    }
    void HandleAction(_action Action)
    {
        Color clr = Color.black;

        switch (Action)
        {
        case _action.None:
            break;

        case _action.FadeFromBlack:
            alpha -= Time.deltaTime / Cinematic[entryIndex - 1].ShowTime;
            clr.a  = alpha;
            blackScreen.GetComponent <SpriteRenderer> ().renderer.material.color = clr;
            break;

        case _action.FadeToBlack:
            alpha += Time.deltaTime / Cinematic[entryIndex - 1].ShowTime;
            clr.a  = alpha;
            blackScreen.GetComponent <SpriteRenderer> ().renderer.material.color = clr;
            break;

        default:
            break;
        }
    }
 void SetAction(_action changeAct)
 {
     foreach (GameObject go in animObjects)
     {
         go.GetComponent <Animator>().SetInteger("Action", (int)changeAct);
     }
 }
Beispiel #4
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    // Update is called once per frame
    void Update()
    {
        if (lastChange < Time.time)
        {
            foreach (GameObject go in animObjects)
            {
                go.GetComponent <Animator>().SetInteger("Direction", (int)Dir);
                go.GetComponent <Animator>().SetInteger("Action", (int)Act);
                go.GetComponent <Animator>().SetBool("ChangeAnim", true);
            }

            lastChange = Time.time + 3f;

            Dir++;

            if ((int)Dir > 3)
            {
                Dir = 0;
                Act++;

                if ((int)Act > 4)
                {
                    Act = 0;
                }
            }
        }
    }
Beispiel #5
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    // Update is called once per frame
    void Update()
    {
        if (lastChange < Time.time)
        {
            GetComponent <Animator>().SetInteger("Direction", (int)Dir);
            GetComponent <Animator>().SetInteger("Action", (int)Act);
            GetComponent <Animator>().SetBool("ChangeAnim", true);

            lastChange = Time.time + 3f;

            Dir++;

            if ((int)Dir > 3)
            {
                Dir = 0;
                Act++;

                if ((int)Act > 4)
                {
                    Act = 0;
                }
            }
        }
    }
 set => SetProperty(ref _action, value);
Beispiel #7
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 // Use this for initialization
 void Start()
 {
     Dir        = _direction.DirUp;
     Act        = _action.Idle;
     lastChange = -1;
 }