//------------------------------------------------------------------------- // Auto Node API //------------------------------------------------------------------------- public override void Handle(GraphEngine graphEngine) { if (graphEngine.LockNode()) { new UnityTask(PlayTimeline(graphEngine)); } }
//------------------------------------------------------------------------- // Auto Node API //------------------------------------------------------------------------- public override void Handle(GraphEngine graphEngine) { if (Target == null) { Debug.Log("Tween Node in graph \"" + graphEngine.GetCurrentGraph().GraphName + "\" is missing a target to move."); return; } if (Destination == null) { Debug.Log("Tween Node in graph \"" + graphEngine.GetCurrentGraph().GraphName + "\" is missing a destination."); return; } if (PauseGraph) { if (graphEngine.LockNode()) { new UnityTask(Tween(graphEngine)); } } else { new UnityTask(Tween(graphEngine)); } }
//------------------------------------------------------------------------- // Auto Node API //------------------------------------------------------------------------- public override void Handle(GraphEngine graphEngine) { if (graphEngine.LockNode()) { new UnityTask(Jump(graphEngine)); } }
/// <summary> /// Waits the predetermined number of seconds before playing the next node. /// </summary> private IEnumerator Wait(GraphEngine graphEngine) { if (graphEngine.LockNode()) { yield return(new WaitForSeconds(Seconds)); graphEngine.UnlockNode(); } }
//------------------------------------------------------------------------- // Auto Node API //------------------------------------------------------------------------- public override void Handle(GraphEngine graphEngine) { if (PauseGraph) { if (graphEngine.LockNode()) { new UnityTask(Shake(graphEngine)); } } else { GameManager.CurrentTargettingCamera.CameraShake(Duration, DelayBefore, Intensity); } }
//------------------------------------------------------------------------- // Auto Node API //------------------------------------------------------------------------- public override void Handle(GraphEngine graphEngine) { if (target != null) { if (PauseGraph) { if (graphEngine.LockNode()) { new UnityTask(TryWalk(graphEngine)); } } else { new UnityTask(TryWalk(graphEngine)); } } else { Debug.LogWarning("WalkToPosition Node in graph \"" + graphEngine.GetCurrentGraph().GraphName + "\" is missing a target position for the player to walk to. Go into the AutoGraph editor for this graph and find the node with the missing target."); } }