private void PlaybackEventTrigger(EventEntity evt, PlayDirection direction) { if (direction == PlayDirection.Forward) { switch (evt) { case EffectKindEvent effectKind: { var effect = m_currentEffects[effectKind.EffectIndex] = effectKind.Effect; if (effect == null) { m_audioController.RemoveEffect(effectKind.EffectIndex); } else { m_audioController.SetEffect(effectKind.EffectIndex, CurrentQuarterNodeDuration, effect, 1.0f); } } break; // TODO(local): left/right lasers separate + allow both independent if needed case LaserFilterGainEvent filterGain: laserGain = filterGain.Gain; break; case LaserFilterKindEvent filterKind: { m_audioController.SetEffect(6, CurrentQuarterNodeDuration, currentLaserEffectDef = filterKind.Effect, m_audioController.GetEffectMix(6)); } break; case SlamVolumeEvent pars: m_slamSample.Volume = pars.Volume * SLAM_VOLUME_MOD; break; } } }
public AnimationWrapper(Animation anim, string statename, PlayDirection direction) : this(direction) { this.animation = anim; this.animationState = anim[statename]; this.stateName = statename; }
public void PlayAnimationDirector(xpAnimController animator_object, PlayDirection pd_dir = PlayDirection.pd_Forward) { if (animator_object != null) { animator_object.PlayDirection = pd_dir; animator_object.Play(); } }
private void PlaybackEventTrigger(ChartEvent evt, PlayDirection direction) { if (direction == PlayDirection.Forward) { switch (evt) { case EffectKindEvent effectKind: { var effect = m_currentEffects[effectKind.EffectIndex] = effectKind.Effect; if (effect == null) { m_audioController.RemoveEffect(effectKind.EffectIndex); } else { m_audioController.SetEffect(effectKind.EffectIndex, CurrentQuarterNodeDuration, effect, 1.0f); } } break; case LaserApplicationEvent app: m_highwayControl.LaserApplication = app.Application; break; // TODO(local): left/right lasers separate + allow both independent if needed case LaserFilterGainEvent filterGain: laserGain = filterGain.Gain; break; case LaserFilterKindEvent filterKind: { m_audioController.SetEffect(6, CurrentQuarterNodeDuration, currentLaserEffectDef = filterKind.Effect, m_audioController.GetEffectMix(6)); } break; case LaserParamsEvent pars: { if (pars.LaserIndex.HasFlag(LaserIndex.Left)) { m_highwayControl.LeftLaserParams = pars.Params; } if (pars.LaserIndex.HasFlag(LaserIndex.Right)) { m_highwayControl.RightLaserParams = pars.Params; } } break; case SlamVolumeEvent pars: m_slamSample.Volume = pars.Volume; break; } } switch (evt) { case SpinImpulseEvent spin: m_highwayControl.ApplySpin(spin.Params, spin.AbsolutePosition); break; case SwingImpulseEvent swing: m_highwayControl.ApplySwing(swing.Params, swing.AbsolutePosition); break; case WobbleImpulseEvent wobble: m_highwayControl.ApplyWobble(wobble.Params, wobble.AbsolutePosition); break; } }
public void Play(PlayDirection direction) { amountPerDelta = Mathf.Abs(AmountPerDelta); if (direction.Equals(PlayDirection.Reverse)) { amountPerDelta = -AmountPerDelta; } enabled = true; Update(); }
public AnimationWrapper(ModuleAnimateGeneric mod, PlayDirection direction) : this(direction) { Animation[] partAnims = mod.part.FindModelAnimators(mod.animationName); if (partAnims.Length > 0) { this.module = mod; this.animation = partAnims[0]; this.animationState = this.animation[mod.animationName]; this.stateName = mod.animationName; } }
public void ResetForPlaying(PlayDirection direction) { if (direction.Equals(PlayDirection.Forward)) { ResetForForwardPlaying(); return; } if (direction.Equals(PlayDirection.Reverse)) { ResetForReversePlaying(); return; } }
public AnimationWrapper(ModuleAnimateGeneric mod, PlayDirection direction) : this(direction) { Animation[] partAnims = mod.part.FindModelAnimators(mod.animationName); if (partAnims.Length > 0) { this.module = mod; this.animation = partAnims[0]; this.animationState = this.animation[mod.animationName]; this.stateName = mod.animationName; } }
public void ResetTime(PlayDirection dir, float rate, float delay) { playDirection = dir; for (int i = 0; i < m_Rates.Length; i++) { m_Rates[i] = rate; } for (int i = 0; i < m_Delays.Length; i++) { m_Delays[i] = -delay; } }
void RecordAll() { _enabledRecord = enabled; _normalizedTimeRecord = _normalizedTime; _directionRecord = direction; if (_animations != null) { foreach (var anim in _animations) { anim?.Record(); } } }
private void RecordAll() { m_EnableRecord = enabled; m_NormalizedTimeRecord = NormalizedTime; m_DirectionRecord = playDirection; if (m_Animations == null) { return; } for (int i = 0; i < m_Animations.Count; i++) { m_Animations[i]?.Record(); } }
public void Press(PlayDirection dir) { if (dir == PlayDirection.Forward) { helper.Play(PlayDirection.Forward, PlayMode.Play, null); } else { helper.Play(PlayDirection.Reverse, PlayMode.Play, Idle); } PlayPrepare(State.Press, null); foreach (var c in children) { c.Press(dir); } }
public void Play(PlayDirection dir, PlayMode mode, Action callback, float delay = 0) { bool isForward = dir == PlayDirection.Forward; switch (mode) { case PlayMode.Replay: ResetTime(dir, isForward ? 0 : 1, delay); break; case PlayMode.Skip: ResetTime(dir, isForward ? 1 : 0, 0); break; } onFinished = callback; playDirection = dir; isPlaying = true; }
private void PlaybackVisualEventTrigger(EventEntity evt, PlayDirection direction) { if (direction == PlayDirection.Forward) { switch (evt) { case LaserApplicationEvent app: m_highwayControl.LaserApplication = app.Application; break; case LaserParamsEvent pars: { if (pars.LaserIndex.HasFlag(LaserIndex.Left)) { m_highwayControl.LeftLaserParams = pars.Params; } if (pars.LaserIndex.HasFlag(LaserIndex.Right)) { m_highwayControl.RightLaserParams = pars.Params; } } break; } } }
public AnimationWrapper(Animation anim, string statename, PlayDirection direction) : this(direction) { this.animation = anim; this.animationState = anim[statename]; this.stateName = statename; }
private AnimationWrapper(PlayDirection direction) { this.startDirection = direction; }
} // PlayTimeRange // ---------------------------------------------------------------------- public PlayTimeRange(DateTime start, DateTime end, PlayDirection direction = PlayDirection.Forward) : base(start, end) { this.direction = direction; } // PlayTimeRange
protected override void OnUpdate() { #if UNITY_EDITOR if (_dragging) { return; } #endif float deltaTime = #if UNITY_EDITOR !Application.isPlaying ? UnityExtensions.Editor.EditorApplicationKit.deltaTime : #endif (timeMode == TimeMode.Normal ? Time.deltaTime : Time.unscaledDeltaTime); while (enabled && deltaTime > Mathf.Epsilon) { if (direction == PlayDirection.Forward) { if (wrapMode == WrapMode.Clamp && _normalizedTime == 1f) { normalizedTime = 1f; return; } float time = _normalizedTime * _duration + deltaTime; if (time < _duration) { normalizedTime = time / _duration; return; } deltaTime = time - _duration; normalizedTime = 1f; if (wrapMode == WrapMode.PingPong) { direction = PlayDirection.Back; } else if (wrapMode == WrapMode.Loop) { _normalizedTime = 0f; } if ((arrivedAction & ArrivedAction.StopOnForwardArrived) == ArrivedAction.StopOnForwardArrived) { enabled = false; } _onForwardArrived?.Invoke(); } else { if (wrapMode == WrapMode.Clamp && _normalizedTime == 0f) { normalizedTime = 0f; return; } float time = _normalizedTime * _duration - deltaTime; if (time > 0f) { normalizedTime = time / _duration; return; } deltaTime = -time; normalizedTime = 0f; if (wrapMode == WrapMode.PingPong) { direction = PlayDirection.Forward; } else if (wrapMode == WrapMode.Loop) { _normalizedTime = 1f; } if ((arrivedAction & ArrivedAction.StopOnBackArrived) == ArrivedAction.StopOnBackArrived) { enabled = false; } _onBackArrived?.Invoke(); } } }
/// <summary> /// 设置反向播放(Unity 事件序列化辅助) /// </summary> public void SetDirectionBack() { direction = PlayDirection.Back; }
protected override void OnUpdate() { if (m_Duration == 0) { return; } #if UNITY_EDITOR if (m_Dragging) { return; } #endif float deltaTime = #if UNITY_EDITOR !Application.isPlaying ? GameEntry.DeltaTimeInEditor : #endif (m_TimeMode == TimeMode.Normal ? Time.deltaTime : Time.unscaledDeltaTime); while (enabled && deltaTime > Mathf.Epsilon) { if (playDirection == PlayDirection.Forward) { if (m_WrapMode == WrapMode.Clamp && NormalizedTime == 1f) { NormalizedTime = 1f; return; } float time = NormalizedTime * m_Duration + deltaTime; if (time < m_Duration) { NormalizedTime = time / m_Duration; return; } deltaTime = time - m_Duration; NormalizedTime = 1f; if (m_WrapMode == WrapMode.PingPong) { playDirection = PlayDirection.Backward; } else if (m_WrapMode == WrapMode.Loop) { NormalizedTime = 0f; } if ((m_ArrivedAction & ArrivedAction.StopOnForwardArrived) == ArrivedAction.StopOnForwardArrived) { enabled = false; } m_OnForwardArrived?.Invoke(); } else { if (m_WrapMode == WrapMode.Clamp && NormalizedTime == 0f) { NormalizedTime = 0f; return; } float time = NormalizedTime * m_Duration - deltaTime; if (time > 0f) { NormalizedTime = time / m_Duration; return; } deltaTime = -time; NormalizedTime = 0f; if (m_WrapMode == WrapMode.PingPong) { playDirection = PlayDirection.Forward; } else if (m_WrapMode == WrapMode.Loop) { NormalizedTime = 1f; } if ((m_ArrivedAction & ArrivedAction.StopOnBackArrived) == ArrivedAction.StopOnBackArrived) { enabled = false; } m_OnBackwardArrived?.Invoke(); } } }
public void ReverseDirection() { playDirection = playDirection == PlayDirection.Forward ? PlayDirection.Backward : PlayDirection.Forward; }
public void Play(PlayDirection dir = PlayDirection.Forward) { mAmountPerDelta = (dir == PlayDirection.Reverse)? -Mathf.Abs(amountPerDelta): Mathf.Abs(amountPerDelta); enabled = true; Update(); }
/// <summary> /// Event-bindable wrapper around Direction and Play members to /// start playing the animation in the forward direction /// </summary> public void PlayForward() { this.playDirection = PlayDirection.Forward; this.Play(); }
// ---------------------------------------------------------------------- public PlayTimeRange( DateTime start, DateTime end, PlayDirection direction = PlayDirection.Forward ) : base(start, end) { this.direction = direction; }
public void BackEnable() { enabled = true; direction = PlayDirection.Back; }
public void ForwardEnable() { enabled = true; direction = PlayDirection.Forward; }
public void Play(PlayDirection dir, PlayMode mode = PlayMode.Play, Action callback = null, float delay = 0) { helper.Play(dir, mode, callback, delay); isPlaying = helper.isPlaying; }
/// <summary> /// 设置正向播放(Unity 事件序列化辅助) /// </summary> public void SetDirectionForward() { direction = PlayDirection.Forward; }
private AnimationWrapper(PlayDirection direction) { this.startDirection = direction; }
public void SetDirectionBackward() { playDirection = PlayDirection.Backward; }
// ---------------------------------------------------------------------- public void RevertDirection() { direction = direction == PlayDirection.Forward ? PlayDirection.Backward : PlayDirection.Forward; }
public void RePlay(PlayDirection dir = PlayDirection.Forward) { ResetTimeBeforePlay(); Play(dir); }
// ---------------------------------------------------------------------- public PlayTimeRange( IPlayTimeRange copy ) : base(copy) { direction = copy.Direction; }
public SetDirectionCommand(MainGameModtroller mgmUnderControl, PlayDirection newDirection) : base(mgmUnderControl) { _newDirection = newDirection; }
/// <summary> /// Event-bindable wrapper around Direction and Play members to /// start playing the animation in the reverse direction /// </summary> public void PlayReverse() { this.playDirection = PlayDirection.Reverse; this.Play(); }
public override void SetupUndoData() { _oldDirection = _mgmUnderControl._direction; }
// Token: 0x06002B05 RID: 11013 RVA: 0x00470B78 File Offset: 0x0046ED78 public void Play(PlayDirection dir = PlayDirection.Forward) { this.mAmountPerDelta = ((dir != PlayDirection.Reverse) ? Mathf.Abs(this.amountPerDelta) : (-Mathf.Abs(this.amountPerDelta))); base.enabled = true; this.Update(); }
/// <summary> /// 颠倒播放方向 /// </summary> public void ReverseDirection() { direction = direction == PlayDirection.Forward ? PlayDirection.Back : PlayDirection.Forward; }