Beispiel #1
0
        /// <summary>
        /// Resume playback after being paused.
        /// </summary>
        public override void Resume()
        {
#if PROFILE_FILE
            Profiler.BeginSample("ActorItemTrack.UpdateTrack");
#endif // PROFILE_FILE
            base.Resume();

            var list   = GetTimelineItems();
            var length = list.Length;
            for (var i = 0; i < length; i++)
            {
                var item = list[i];
                CinemaActorAction action = item as CinemaActorAction;
                if (action != null)
                {
                    if (((elapsedTime > action.Firetime)) && (elapsedTime < (action.Firetime + action.Duration)))
                    {
                        var actorList = Actors;
                        var count     = actorList.Count;
                        for (var j = 0; j < count; j++)
                        {
                            var actor = actorList[j];
                            if (actor != null)
                            {
                                action.Resume(actor.gameObject);
                            }
                        }
                    }
                }
            }
#if PROFILE_FILE
            Profiler.EndSample();
#endif // PROFILE_FILE
        }
Beispiel #2
0
        /// <summary>
        /// Stop the playback of this track.
        /// </summary>
        public override void Stop()
        {
            base.Stop();
            base.elapsedTime = 0f;
            TimelineItem[] items = GetTimelineItems();
            for (int i = 0; i < items.Length; i++)
            {
                CinemaActorEvent cinemaEvent = items[i] as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    for (int j = 0; j < Actors.Count; j++)
                    {
                        if (Actors[j] != null)
                        {
                            cinemaEvent.Stop(Actors[j].gameObject);
                        }
                    }
                }

                CinemaActorAction action = items[i] as CinemaActorAction;
                if (action != null)
                {
                    for (int j = 0; j < Actors.Count; j++)
                    {
                        if (Actors[j] != null)
                        {
                            action.Stop(Actors[j].gameObject);
                        }
                    }
                }
            }
        }
Beispiel #3
0
        /// <summary>
        /// Resume playback after being paused.
        /// </summary>
        public override void Resume()
        {
            base.Resume();

            //GetActors(ref _actorList);

            List <TimelineItem> items = GetAllTimelineItems();

            for (int i = 0; i < items.Count; i++)
            {
                CinemaActorAction action = items[i] as CinemaActorAction;
                if (action != null)
                {
                    if (((elapsedTime > action.Firetime)) && (elapsedTime < (action.Firetime + action.Duration)))
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                action.Resume(_actorList[j].gameObject);
                            }
                        }
                    }
                }
            }
        }
Beispiel #4
0
        /// <summary>
        /// Stop the playback of this track.
        /// </summary>
        public override void Stop()
        {
            base.Stop();
            base.elapsedTime = 0f;
            foreach (TimelineItem item in GetTimelineItems())
            {
                CinemaActorEvent cinemaEvent = item as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    foreach (Transform actor in Actors)
                    {
                        if (actor != null)
                        {
                            cinemaEvent.Stop(actor.gameObject);
                        }
                    }
                }

                CinemaActorAction action = item as CinemaActorAction;
                if (action != null)
                {
                    foreach (Transform actor in Actors)
                    {
                        if (actor != null)
                        {
                            action.Stop(actor.gameObject);
                        }
                    }
                }
            }
        }
Beispiel #5
0
 /// <summary>
 /// Resume playback after being paused.
 /// </summary>
 public override void Resume()
 {
     base.Resume();
     {
         var __array4       = GetTimelineItems();
         var __arrayLength4 = __array4.Length;
         for (int __i4 = 0; __i4 < __arrayLength4; ++__i4)
         {
             var item = (TimelineItem)__array4[__i4];
             {
                 CinemaActorAction action = item as CinemaActorAction;
                 if (action != null)
                 {
                     if (((elapsedTime > action.Firetime)) && (elapsedTime < (action.Firetime + action.Duration)))
                     {
                         {
                             var __list17      = Actors;
                             var __listCount17 = __list17.Count;
                             for (int __i17 = 0; __i17 < __listCount17; ++__i17)
                             {
                                 var actor = (Transform)__list17[__i17];
                                 {
                                     if (actor != null)
                                     {
                                         action.Resume(actor.gameObject);
                                     }
                                 }
                             }
                         }
                     }
                 }
             }
         }
     }
 }
Beispiel #6
0
        /// <summary>
        /// The cutscene has been set to an arbitrary time by the user.
        /// Processing must take place to catch up to the new time.
        /// </summary>
        /// <param name="time">The new cutscene running time</param>
        public override void SetTime(float time)
        {
            float previousTime = elapsedTime;

            base.SetTime(time);

            //GetActors(ref _actorList);

            IList <TimelineItem> items = GetAllTimelineItems();

            for (int i = 0; i < items.Count; i++)
            {
                // Check if it is an actor event.
                CinemaActorEvent cinemaEvent = items[i] as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    if ((previousTime < cinemaEvent.Firetime && time >= cinemaEvent.Firetime) || (cinemaEvent.Firetime == 0f && previousTime <= cinemaEvent.Firetime && time > cinemaEvent.Firetime))
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                cinemaEvent.Trigger(_actorList[j].gameObject);
                            }
                        }
                    }
                    else if (previousTime > cinemaEvent.Firetime && time <= cinemaEvent.Firetime)
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                cinemaEvent.Reverse(_actorList[j].gameObject);
                            }
                        }
                    }
                }

                // Check if it is an actor action.
                CinemaActorAction action = items[i] as CinemaActorAction;
                if (action != null)
                {
                    for (int j = 0; j < _actorList.Count; j++)
                    {
                        if (_actorList[j] != null)
                        {
                            action.SetTime(_actorList[j].gameObject, (time - action.Firetime), time - previousTime);
                        }
                    }
                }
            }
        }
Beispiel #7
0
        /// <summary>
        /// Stop the playback of this track.
        /// </summary>
        public override void Stop()
        {
            base.Stop();
            base.elapsedTime = 0f;
            {
                var __array5       = GetTimelineItems();
                var __arrayLength5 = __array5.Length;
                for (int __i5 = 0; __i5 < __arrayLength5; ++__i5)
                {
                    var item = (TimelineItem)__array5[__i5];
                    {
                        CinemaActorEvent cinemaEvent = item as CinemaActorEvent;
                        if (cinemaEvent != null)
                        {
                            {
                                var __list18      = Actors;
                                var __listCount18 = __list18.Count;
                                for (int __i18 = 0; __i18 < __listCount18; ++__i18)
                                {
                                    var actor = (Transform)__list18[__i18];
                                    {
                                        if (actor != null)
                                        {
                                            cinemaEvent.Stop(actor.gameObject);
                                        }
                                    }
                                }
                            }
                        }

                        CinemaActorAction action = item as CinemaActorAction;
                        if (action != null)
                        {
                            {
                                var __list19      = Actors;
                                var __listCount19 = __list19.Count;
                                for (int __i19 = 0; __i19 < __listCount19; ++__i19)
                                {
                                    var actor = (Transform)__list19[__i19];
                                    {
                                        if (actor != null)
                                        {
                                            action.Stop(actor.gameObject);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
Beispiel #8
0
        /// <summary>
        /// The cutscene has been set to an arbitrary time by the user.
        /// Processing must take place to catch up to the new time.
        /// </summary>
        /// <param name="time">The new cutscene running time</param>
        public override void SetTime(float time)
        {
            float previousTime = elapsedTime;

            base.SetTime(time);

            foreach (TimelineItem item in GetTimelineItems())
            {
                // Check if it is an actor event.
                CinemaActorEvent cinemaEvent = item as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    if ((previousTime < cinemaEvent.Firetime) && (((time >= cinemaEvent.Firetime))))
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                cinemaEvent._time = 0;
                                cinemaEvent.Trigger(actor.gameObject);
                            }
                        }
                    }
                    else if (((previousTime >= cinemaEvent.Firetime) && (time < cinemaEvent.Firetime)))
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                cinemaEvent.Reverse(actor.gameObject);
                            }
                        }
                    }
                }

                // Check if it is an actor action.
                CinemaActorAction action = item as CinemaActorAction;
                if (action != null)
                {
                    foreach (Transform actor in Actors)
                    {
                        if (actor != null)
                        {
                            action.SetTime(actor.gameObject, (time - action.Firetime), time - previousTime);
                        }
                    }
                }
            }
        }
Beispiel #9
0
        /// <summary>
        /// Stop the playback of this track.
        /// </summary>
        public override void Stop()
        {
#if PROFILE_FILE
            Profiler.BeginSample("ActorItemTrack.Stop");
#endif // PROFILE_FILE
            base.Stop();
            base.elapsedTime = 0f;

            var list   = GetTimelineItems();
            var length = list.Length;
            for (var i = 0; i < length; i++)
            {
                var item = list[i];
                CinemaActorEvent cinemaEvent = item as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    var actorList = Actors;
                    var count     = actorList.Count;
                    for (var j = 0; j < count; j++)
                    {
                        var actor = actorList[j];
                        if (actor != null)
                        {
                            cinemaEvent.Stop(actor.gameObject);
                        }
                    }
                }

                CinemaActorAction action = item as CinemaActorAction;
                if (action != null)
                {
                    var actorList = Actors;
                    var count     = actorList.Count;
                    for (var j = 0; j < count; j++)
                    {
                        var actor = actorList[j];
                        if (actor != null)
                        {
                            action.Stop(actor.gameObject);
                        }
                    }
                }
            }
#if PROFILE_FILE
            Profiler.EndSample();
#endif // PROFILE_FILE
        }
Beispiel #10
0
 /// <summary>
 /// Resume playback after being paused.
 /// </summary>
 public override void Resume()
 {
     base.Resume();
     foreach (TimelineItem item in GetTimelineItems())
     {
         CinemaActorAction action = item as CinemaActorAction;
         if (action != null)
         {
             if (((elapsedTime > action.Firetime)) && (elapsedTime < (action.Firetime + action.Duration)))
             {
                 foreach (Transform actor in Actors)
                 {
                     if (actor != null)
                     {
                         action.Resume(actor.gameObject);
                     }
                 }
             }
         }
     }
 }
Beispiel #11
0
 /// <summary>
 /// Resume playback after being paused.
 /// </summary>
 public override void Resume()
 {
     base.Resume();
     TimelineItem[] items = GetTimelineItems();
     for (int i = 0; i < items.Length; i++)
     {
         CinemaActorAction action = items[i] as CinemaActorAction;
         if (action != null)
         {
             if (((elapsedTime > action.Firetime)) && (elapsedTime < (action.Firetime + action.Duration)))
             {
                 for (int j = 0; j < Actors.Count; j++)
                 {
                     if (Actors[j] != null)
                     {
                         action.Resume(Actors[j].gameObject);
                     }
                 }
             }
         }
     }
 }
Beispiel #12
0
        /// <summary>
        /// Stop the playback of this track.
        /// </summary>
        public override void Stop()
        {
            base.Stop();
            base.elapsedTime = 0f;

            //GetActors(ref _actorList);

            List <TimelineItem> items = GetAllTimelineItems();

            for (int i = 0; i < items.Count; i++)
            {
                CinemaActorEvent cinemaEvent = items[i] as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    for (int j = 0; j < _actorList.Count; j++)
                    {
                        if (_actorList[j] != null)
                        {
                            cinemaEvent.Stop(_actorList[j].gameObject);
                        }
                    }
                }

                CinemaActorAction action = items[i] as CinemaActorAction;
                if (action != null)
                {
                    for (int j = 0; j < _actorList.Count; j++)
                    {
                        if (_actorList[j] != null)
                        {
                            action.Stop(_actorList[j].gameObject);
                        }
                    }
                }
            }
        }
Beispiel #13
0
        /// <summary>
        /// Update this track since the last frame.
        /// </summary>
        /// <param name="time">The new running time.</param>
        /// <param name="deltaTime">The deltaTime since last update.</param>
        public override void UpdateTrack(float time, float deltaTime)
        {
#if PROFILE_FILE
            Profiler.BeginSample("ActorItemTrack.UpdateTrack");
#endif // PROFILE_FILE
            float previousTime = base.elapsedTime;
            base.UpdateTrack(time, deltaTime);

            var list   = GetTimelineItems();
            var length = list.Length;
            for (var i = 0; i < length; i++)
            {
                var item = list[i];
                // Check if it is an actor event.
                CinemaActorEvent cinemaEvent = item as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    if (((previousTime < cinemaEvent.Firetime) || (previousTime <= 0f)) && (((base.elapsedTime >= cinemaEvent.Firetime))))
                    {
                        var actorList = Actors;
                        var count     = actorList.Count;
                        for (var j = 0; j < count; j++)
                        {
                            var actor = actorList[j];
                            if (actor != null)
                            {
                                cinemaEvent.Trigger(actor.gameObject);
                            }
                        }
                    }
                    if (((previousTime >= cinemaEvent.Firetime) && (base.elapsedTime < cinemaEvent.Firetime)))
                    {
                        var actorList = Actors;
                        var count     = actorList.Count;
                        for (var j = 0; j < count; j++)
                        {
                            var actor = actorList[j];
                            if (actor != null)
                            {
                                cinemaEvent.Reverse(actor.gameObject);
                            }
                        }
                    }
                }

                CinemaActorAction action = item as CinemaActorAction;
                if (action != null)
                {
                    if ((previousTime < action.Firetime && base.elapsedTime >= action.Firetime) && base.elapsedTime < action.EndTime)
                    {
                        var actorList = Actors;
                        var count     = actorList.Count;
                        for (var j = 0; j < count; j++)
                        {
                            var actor = actorList[j];
                            if (actor != null)
                            {
                                action.Trigger(actor.gameObject);
                            }
                        }
                    }
                    else if (previousTime <= action.EndTime && base.elapsedTime > action.EndTime)
                    {
                        var actorList = Actors;
                        var count     = actorList.Count;
                        for (var j = 0; j < count; j++)
                        {
                            var actor = actorList[j];
                            if (actor != null)
                            {
                                action.End(actor.gameObject);
                            }
                        }
                    }
                    else if (previousTime >= action.Firetime && previousTime < action.EndTime && base.elapsedTime < action.Firetime)
                    {
                        var actorList = Actors;
                        var count     = actorList.Count;
                        for (var j = 0; j < count; j++)
                        {
                            var actor = actorList[j];
                            if (actor != null)
                            {
                                action.ReverseTrigger(actor.gameObject);
                            }
                        }
                    }
                    else if ((previousTime > action.EndTime && (base.elapsedTime > action.Firetime) && (base.elapsedTime <= action.EndTime)))
                    {
                        var actorList = Actors;
                        var count     = actorList.Count;
                        for (var j = 0; j < count; j++)
                        {
                            var actor = actorList[j];
                            if (actor != null)
                            {
                                action.ReverseEnd(actor.gameObject);
                            }
                        }
                    }
                    else if ((base.elapsedTime > action.Firetime) && (base.elapsedTime <= action.EndTime))
                    {
                        var actorList = Actors;
                        var count     = actorList.Count;
                        for (var j = 0; j < count; j++)
                        {
                            var actor = actorList[j];
                            if (actor != null)
                            {
                                float runningTime = time - action.Firetime;
                                action.UpdateTime(actor.gameObject, runningTime, deltaTime);
                            }
                        }
                    }
                }
            }
#if PROFILE_FILE
            Profiler.EndSample();
#endif // PROFILE_FILE
        }
Beispiel #14
0
        /// <summary>
        /// Update this track since the last frame.
        /// </summary>
        /// <param name="time">The new running time.</param>
        /// <param name="deltaTime">The deltaTime since last update.</param>
        public override void UpdateTrack(float time, float deltaTime)
        {
            float previousTime = base.elapsedTime;

            base.UpdateTrack(time, deltaTime);

            //GetActors(ref _actorList);

            List <TimelineItem> items = GetAllTimelineItems();

            for (int i = 0; i < items.Count; i++)
            {
                // Check if it is an actor event.
                CinemaActorEvent cinemaEvent = items[i] as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    if ((previousTime < cinemaEvent.Firetime && time >= cinemaEvent.Firetime) || (cinemaEvent.Firetime == 0f && previousTime <= cinemaEvent.Firetime && time > cinemaEvent.Firetime))
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                cinemaEvent.Trigger(_actorList[j].gameObject);
                            }
                        }
                    }
                    else if (previousTime >= cinemaEvent.Firetime && base.elapsedTime <= cinemaEvent.Firetime)
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                cinemaEvent.Reverse(_actorList[j].gameObject);
                            }
                        }
                    }
                }

                CinemaActorAction action = items[i] as CinemaActorAction;
                if (action != null)
                {
                    var actionScene = action.GetCutScene();
                    if (((previousTime < action.Firetime || previousTime <= 0f) && base.elapsedTime >= action.Firetime) && base.elapsedTime < action.EndTime)
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                action.Trigger(_actorList[j].gameObject);
                            }
                        }
                    }
                    else if (previousTime <= action.EndTime && base.elapsedTime >= action.EndTime)
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                action.End(_actorList[j].gameObject);
                            }
                        }
                    }
                    else if (previousTime >= action.Firetime && previousTime < action.EndTime && base.elapsedTime <= action.Firetime)
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                action.ReverseTrigger(_actorList[j].gameObject);
                            }
                        }
                    }
                    else if (((previousTime > action.EndTime || (actionScene != null && previousTime >= actionScene.Duration)) && (base.elapsedTime > action.Firetime) && (base.elapsedTime <= action.EndTime)))
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                action.ReverseEnd(_actorList[j].gameObject);
                            }
                        }
                    }
                    else if ((base.elapsedTime > action.Firetime) && (base.elapsedTime <= action.EndTime))
                    {
                        for (int j = 0; j < _actorList.Count; j++)
                        {
                            if (_actorList[j] != null)
                            {
                                float runningTime = time - action.Firetime;
                                action.UpdateTime(_actorList[j].gameObject, runningTime, deltaTime);
                            }
                        }
                    }
                }
            }
        }
Beispiel #15
0
        /// <summary>
        /// Update this track since the last frame.
        /// </summary>
        /// <param name="time">The new running time.</param>
        /// <param name="deltaTime">The deltaTime since last update.</param>
        public override void UpdateTrack(float time, float deltaTime)
        {
            if (mute)
            {
                return;
            }
            float previousTime = base.elapsedTime;

            base.UpdateTrack(time, deltaTime);

            TimelineItem[] items = GetTimelineItems();
            for (int i = 0; i < items.Length; i++)
            {
                // Check if it is an actor event.
                CinemaActorEvent cinemaEvent = items[i] as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    if ((previousTime < cinemaEvent.Firetime && time >= cinemaEvent.Firetime) || (cinemaEvent.Firetime == 0f && previousTime <= cinemaEvent.Firetime && time > cinemaEvent.Firetime))
                    {
                        for (int j = 0; j < Actors.Count; j++)
                        {
                            if (Actors[j] != null)
                            {
                                cinemaEvent.Trigger(Actors[j].gameObject);
                            }
                        }
                    }
                    else if (previousTime >= cinemaEvent.Firetime && base.elapsedTime <= cinemaEvent.Firetime)
                    {
                        for (int j = 0; j < Actors.Count; j++)
                        {
                            if (Actors[j] != null)
                            {
                                cinemaEvent.Reverse(Actors[j].gameObject);
                            }
                        }
                    }
                }

                CinemaActorAction action = items[i] as CinemaActorAction;
                if (action != null)
                {
                    if (((previousTime < action.Firetime || previousTime <= 0f) && base.elapsedTime >= action.Firetime) && base.elapsedTime < action.EndTime)
                    {
                        for (int j = 0; j < Actors.Count; j++)
                        {
                            if (Actors[j] != null)
                            {
                                action.Trigger(Actors[j].gameObject);
                            }
                        }
                    }
                    else if (previousTime <= action.EndTime && base.elapsedTime >= action.EndTime)
                    {
                        for (int j = 0; j < Actors.Count; j++)
                        {
                            if (Actors[j] != null)
                            {
                                action.End(Actors[j].gameObject);
                            }
                        }
                    }
                    else if (previousTime >= action.Firetime && previousTime < action.EndTime && base.elapsedTime <= action.Firetime)
                    {
                        for (int j = 0; j < Actors.Count; j++)
                        {
                            if (Actors[j] != null)
                            {
                                action.ReverseTrigger(Actors[j].gameObject);
                            }
                        }
                    }
                    else if (((previousTime > action.EndTime || previousTime >= action.Cutscene.Duration) && (base.elapsedTime > action.Firetime) && (base.elapsedTime <= action.EndTime)))
                    {
                        for (int j = 0; j < Actors.Count; j++)
                        {
                            if (Actors[j] != null)
                            {
                                action.ReverseEnd(Actors[j].gameObject);
                            }
                        }
                    }
                    else if ((base.elapsedTime > action.Firetime) && (base.elapsedTime <= action.EndTime))
                    {
                        for (int j = 0; j < Actors.Count; j++)
                        {
                            if (Actors[j] != null)
                            {
                                float runningTime = time - action.Firetime;
                                action.UpdateTime(Actors[j].gameObject, runningTime, deltaTime);
                            }
                        }
                    }
                }
            }
        }
Beispiel #16
0
        /// <summary>
        /// Update this track since the last frame.
        /// </summary>
        /// <param name="time">The new running time.</param>
        /// <param name="deltaTime">The deltaTime since last update.</param>
        public override void UpdateTrack(float time, float deltaTime)
        {
            float previousTime = base.elapsedTime;

            base.UpdateTrack(time, deltaTime);

            TimelineItem[] items = GetTimelineItems();
            foreach (TimelineItem item in items)
            {
                // Check if it is an actor event.
                CinemaActorEvent cinemaEvent = item as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    if ((previousTime < cinemaEvent.Firetime) && (((base.elapsedTime >= cinemaEvent.Firetime))))
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                cinemaEvent.Trigger(actor.gameObject);
                            }
                        }
                    }
                    if (((previousTime >= cinemaEvent.Firetime) && (base.elapsedTime < cinemaEvent.Firetime)))
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                cinemaEvent.Reverse(actor.gameObject);
                            }
                        }
                    }
                }

                CinemaActorAction action = item as CinemaActorAction;
                if (action != null)
                {
                    if ((previousTime < action.Firetime && base.elapsedTime >= action.Firetime) && base.elapsedTime < action.EndTime)
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                action.Trigger(actor.gameObject);
                            }
                        }
                    }
                    else if (previousTime <= action.EndTime && base.elapsedTime > action.EndTime)
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                action.End(actor.gameObject);
                            }
                        }
                    }
                    else if (previousTime >= action.Firetime && previousTime < action.EndTime && base.elapsedTime < action.Firetime)
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                action.ReverseTrigger(actor.gameObject);
                            }
                        }
                    }
                    else if ((previousTime > action.EndTime && (base.elapsedTime > action.Firetime) && (base.elapsedTime <= action.EndTime)))
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                action.ReverseEnd(actor.gameObject);
                            }
                        }
                    }
                    else if ((base.elapsedTime > action.Firetime) && (base.elapsedTime <= action.EndTime))
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                float runningTime = time - action.Firetime;
                                action.UpdateTime(actor.gameObject, runningTime, deltaTime);
                            }
                        }
                    }
                }
            }
        }
Beispiel #17
0
        public override void UpdateTrack(float time, float deltaTime)
        {
            float previousTime = elapsedTime;

            base.UpdateTrack(time, deltaTime);
            TimelineItem[] items = GetTimelineItems();
            foreach (TimelineItem item in items)
            {
                CinemaActorEvent cinemaEvent = item as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    if (previousTime <= cinemaEvent.Firetime && elapsedTime > cinemaEvent.Firetime)
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                cinemaEvent._time = 0;
                                cinemaEvent.Trigger(actor.gameObject);
                            }
                        }
                    }
                    #if UNITY_EDITOR
                    else if (elapsedTime > cinemaEvent.Firetime)
                    {
                        if (!Application.isPlaying)
                        {
                            foreach (Transform actor in Actors)
                            {
                                if (actor != null)
                                {
                                    cinemaEvent.UpdateTrack(actor.gameObject, time, deltaTime);
                                }
                            }
                        }
                    }
                    #endif
                    if (((previousTime >= cinemaEvent.Firetime) && (elapsedTime < cinemaEvent.Firetime)))
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                cinemaEvent.Reverse(actor.gameObject);
                            }
                        }
                    }
                }

                CinemaActorAction action = item as CinemaActorAction;
                if (action != null)
                {
                    if ((previousTime <= action.Firetime && elapsedTime > action.Firetime) && elapsedTime < action.EndTime)
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                action.Trigger(actor.gameObject);
                            }
                        }
                    }
                    else if (previousTime <= action.EndTime && elapsedTime > action.EndTime)
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                action.End(actor.gameObject);
                            }
                        }
                    }
                    else if (previousTime >= action.Firetime && previousTime < action.EndTime && elapsedTime < action.Firetime)
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                action.ReverseTrigger(actor.gameObject);
                            }
                        }
                    }
                    else if ((previousTime > action.EndTime && (elapsedTime > action.Firetime) && (elapsedTime <= action.EndTime)))
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                action.ReverseEnd(actor.gameObject);
                            }
                        }
                    }
                    else if ((elapsedTime > action.Firetime) && (elapsedTime <= action.EndTime))
                    {
                        foreach (Transform actor in Actors)
                        {
                            if (actor != null)
                            {
                                float runningTime = time - action.Firetime;
                                action.UpdateTime(actor.gameObject, runningTime, deltaTime);
                            }
                        }
                    }
                }
            }
        }
Beispiel #18
0
        /// <summary>
        /// The cutscene has been set to an arbitrary time by the user.
        /// Processing must take place to catch up to the new time.
        /// </summary>
        /// <param name="time">The new cutscene running time</param>
        public override void SetTime(float time)
        {
            float previousTime = elapsedTime;

            base.SetTime(time);
            {
                var __array2       = GetTimelineItems();
                var __arrayLength2 = __array2.Length;
                for (int __i2 = 0; __i2 < __arrayLength2; ++__i2)
                {
                    var item = (TimelineItem)__array2[__i2];
                    {
                        // Check if it is an actor event.
                        CinemaActorEvent cinemaEvent = item as CinemaActorEvent;
                        if (cinemaEvent != null)
                        {
                            if ((previousTime < cinemaEvent.Firetime) && (((time >= cinemaEvent.Firetime))))
                            {
                                {
                                    var __list7      = Actors;
                                    var __listCount7 = __list7.Count;
                                    for (int __i7 = 0; __i7 < __listCount7; ++__i7)
                                    {
                                        var actor = (Transform)__list7[__i7];
                                        {
                                            if (actor != null)
                                            {
                                                cinemaEvent.Trigger(actor.gameObject);
                                            }
                                        }
                                    }
                                }
                            }
                            else if (((previousTime >= cinemaEvent.Firetime) && (time < cinemaEvent.Firetime)))
                            {
                                {
                                    var __list8      = Actors;
                                    var __listCount8 = __list8.Count;
                                    for (int __i8 = 0; __i8 < __listCount8; ++__i8)
                                    {
                                        var actor = (Transform)__list8[__i8];
                                        {
                                            if (actor != null)
                                            {
                                                cinemaEvent.Reverse(actor.gameObject);
                                            }
                                        }
                                    }
                                }
                            }
                        }

                        // Check if it is an actor action.
                        CinemaActorAction action = item as CinemaActorAction;
                        if (action != null)
                        {
                            {
                                var __list9      = Actors;
                                var __listCount9 = __list9.Count;
                                for (int __i9 = 0; __i9 < __listCount9; ++__i9)
                                {
                                    var actor = (Transform)__list9[__i9];
                                    {
                                        if (actor != null)
                                        {
                                            action.SetTime(actor.gameObject, (time - action.Firetime), time - previousTime);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
Beispiel #19
0
        /// <summary>
        /// The cutscene has been set to an arbitrary time by the user.
        /// Processing must take place to catch up to the new time.
        /// </summary>
        /// <param name="time">The new cutscene running time</param>
        public override void SetTime(float time)
        {
#if PROFILE_FILE
            Profiler.BeginSample("ActorItemTrack.SetTime");
#endif // PROFILE_FILE
            float previousTime = elapsedTime;
            base.SetTime(time);

            var list   = GetTimelineItems();
            var length = list.Length;
            for (var i = 0; i < length; i++)
            {
                var item = list[i];
                // Check if it is an actor event.
                CinemaActorEvent cinemaEvent = item as CinemaActorEvent;
                if (cinemaEvent != null)
                {
                    if (((previousTime < cinemaEvent.Firetime) || (previousTime <= 0f)) && (((time >= cinemaEvent.Firetime))))
                    {
                        var actorList = Actors;
                        var count     = actorList.Count;
                        for (var j = 0; j < count; j++)
                        {
                            var actor = actorList[j];
                            if (actor != null)
                            {
                                cinemaEvent.Trigger(actor.gameObject);
                            }
                        }
                    }
                    else if (((previousTime >= cinemaEvent.Firetime) && (time < cinemaEvent.Firetime)))
                    {
                        var actorList = Actors;
                        var count     = actorList.Count;
                        for (var j = 0; j < count; j++)
                        {
                            var actor = actorList[j];
                            if (actor != null)
                            {
                                cinemaEvent.Reverse(actor.gameObject);
                            }
                        }
                    }
                }

                // Check if it is an actor action.
                CinemaActorAction action = item as CinemaActorAction;
                if (action != null)
                {
                    var actorList = Actors;
                    var count     = actorList.Count;
                    for (var j = 0; j < count; j++)
                    {
                        var actor = actorList[j];
                        if (actor != null)
                        {
                            action.SetTime(actor.gameObject, (time - action.Firetime), time - previousTime);
                        }
                    }
                }
            }
#if PROFILE_FILE
            Profiler.EndSample();
#endif // PROFILE_FILE
        }
Beispiel #20
0
        /// <summary>
        /// Update this track since the last frame.
        /// </summary>
        /// <param name="time">The new running time.</param>
        /// <param name="deltaTime">The deltaTime since last update.</param>
        public override void UpdateTrack(float time, float deltaTime)
        {
            float previousTime = base.elapsedTime;

            base.UpdateTrack(time, deltaTime);
            {
                var __array3       = GetTimelineItems();
                var __arrayLength3 = __array3.Length;
                for (int __i3 = 0; __i3 < __arrayLength3; ++__i3)
                {
                    var item = (TimelineItem)__array3[__i3];
                    {
                        // Check if it is an actor event.
                        CinemaActorEvent cinemaEvent = item as CinemaActorEvent;
                        if (cinemaEvent != null)
                        {
                            if ((previousTime < cinemaEvent.Firetime) && (((base.elapsedTime >= cinemaEvent.Firetime))))
                            {
                                {
                                    var __list10      = Actors;
                                    var __listCount10 = __list10.Count;
                                    for (int __i10 = 0; __i10 < __listCount10; ++__i10)
                                    {
                                        var actor = (Transform)__list10[__i10];
                                        {
                                            if (actor != null)
                                            {
                                                cinemaEvent.Trigger(actor.gameObject);
                                            }
                                        }
                                    }
                                }
                            }
                            if (((previousTime >= cinemaEvent.Firetime) && (base.elapsedTime < cinemaEvent.Firetime)))
                            {
                                {
                                    var __list11      = Actors;
                                    var __listCount11 = __list11.Count;
                                    for (int __i11 = 0; __i11 < __listCount11; ++__i11)
                                    {
                                        var actor = (Transform)__list11[__i11];
                                        {
                                            if (actor != null)
                                            {
                                                cinemaEvent.Reverse(actor.gameObject);
                                            }
                                        }
                                    }
                                }
                            }
                        }

                        CinemaActorAction action = item as CinemaActorAction;
                        if (action != null)
                        {
                            if ((previousTime < action.Firetime && base.elapsedTime >= action.Firetime) && base.elapsedTime < action.EndTime)
                            {
                                {
                                    var __list12      = Actors;
                                    var __listCount12 = __list12.Count;
                                    for (int __i12 = 0; __i12 < __listCount12; ++__i12)
                                    {
                                        var actor = (Transform)__list12[__i12];
                                        {
                                            if (actor != null)
                                            {
                                                action.Trigger(actor.gameObject);
                                            }
                                        }
                                    }
                                }
                            }
                            else if (previousTime <= action.EndTime && base.elapsedTime > action.EndTime)
                            {
                                {
                                    var __list13      = Actors;
                                    var __listCount13 = __list13.Count;
                                    for (int __i13 = 0; __i13 < __listCount13; ++__i13)
                                    {
                                        var actor = (Transform)__list13[__i13];
                                        {
                                            if (actor != null)
                                            {
                                                action.End(actor.gameObject);
                                            }
                                        }
                                    }
                                }
                            }
                            else if (previousTime >= action.Firetime && previousTime < action.EndTime && base.elapsedTime < action.Firetime)
                            {
                                {
                                    var __list14      = Actors;
                                    var __listCount14 = __list14.Count;
                                    for (int __i14 = 0; __i14 < __listCount14; ++__i14)
                                    {
                                        var actor = (Transform)__list14[__i14];
                                        {
                                            if (actor != null)
                                            {
                                                action.ReverseTrigger(actor.gameObject);
                                            }
                                        }
                                    }
                                }
                            }
                            else if ((previousTime > action.EndTime && (base.elapsedTime > action.Firetime) && (base.elapsedTime <= action.EndTime)))
                            {
                                {
                                    var __list15      = Actors;
                                    var __listCount15 = __list15.Count;
                                    for (int __i15 = 0; __i15 < __listCount15; ++__i15)
                                    {
                                        var actor = (Transform)__list15[__i15];
                                        {
                                            if (actor != null)
                                            {
                                                action.ReverseEnd(actor.gameObject);
                                            }
                                        }
                                    }
                                }
                            }
                            else if ((base.elapsedTime > action.Firetime) && (base.elapsedTime <= action.EndTime))
                            {
                                {
                                    var __list16      = Actors;
                                    var __listCount16 = __list16.Count;
                                    for (int __i16 = 0; __i16 < __listCount16; ++__i16)
                                    {
                                        var actor = (Transform)__list16[__i16];
                                        {
                                            if (actor != null)
                                            {
                                                float runningTime = time - action.Firetime;
                                                action.UpdateTime(actor.gameObject, runningTime, deltaTime);
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }