public virtual void UnDoExecute()
 {
     started   = false;
     completed = false;
     onBeforeUnDo.Invoke(StepName);
     ActionCtrl.OnUnDoExecute(objectCtrl);
 }
Example #2
0
        public override void LogicUpdate()
        {
            if (Alive)
            {
                foreach (KeyValuePair <KeyCode, bool> keyValuePair in InputManager.Singleton.keyDictionary)
                {
                    switch (keyValuePair.Key)
                    {
                    case KeyCode.Space:
                        if (keyValuePair.Value)
                        {
                            if (!dialogStarted)
                            {
                                dialogStarted = true;
                                StartDialog();
                            }
                        }
                        else
                        {
                            dialogStarted = false;
                        }
                        break;

                    case KeyCode.S:
                        if (keyValuePair.Value)
                        {
                            if (!pushed)
                            {
                                pushed = true;
                                ActionCtrl.SetBool(keyValuePair.Key.ToString(), keyValuePair.Value);
                            }
                        }
                        else
                        {
                            pushed = false;
                        }
                        break;

                    default:
                        ActionCtrl.SetBool(keyValuePair.Key.ToString(), keyValuePair.Value);
                        break;
                    }
                }
                if (InputManager.Singleton.keyDictionary[KeyCode.LeftArrow] || InputManager.Singleton.keyDictionary[KeyCode.RightArrow])
                {
                    Vector2 dir = new Vector2();
                    if (InputManager.Singleton.keyDictionary[KeyCode.LeftArrow])
                    {
                        dir = Vector2.left;
                    }
                    else
                    {
                        dir = Vector2.right;
                    }
                    ActionCtrl.CurAction.InputDirect(dir);
                }
            }
        }
Example #3
0
 void ClearAnimParams()
 {
     AnimatorControllerParameter[] animParams = ActionCtrl.GetAnimParams;
     foreach (AnimatorControllerParameter param in animParams)
     {
         if (param.type == AnimatorControllerParameterType.Bool && param.name != "IsOnGround" && param.name != "IsJustOnGround")
         {
             ActionCtrl.SetBool(param.name, false);
         }
     }
 }
Example #4
0
 public void ClearAnimParam()
 {
     ActionCtrl.SetBool("Hand_Drag", false);
     ActionCtrl.SetBool("Hand_Click", false);
     ActionCtrl.SetBool("Hand_Slip", false);
     ActionCtrl.SetBool("Hand_Holding", false);
     ActionCtrl.SetBool("Dir_Left", false);
     ActionCtrl.SetBool("Dir_Right", false);
     ActionCtrl.SetBool("Dir_Down", false);
     ActionCtrl.SetBool("Dir_Up", false);
     ActionCtrl.SetBool("Hand_Release", false);
 }
 public virtual bool StartExecute(bool forceAuto)
 {
     if (!started)
     {
         started = true;
         onBeforeActive.Invoke(StepName);
         ActionCtrl.OnStartExecute(objectCtrl, forceAuto);
         return(true);
     }
     else
     {
         Debug.Log("already started" + name);
         return(false);
     }
 }
 public void OnEndExecute()
 {
     onBeforePlayEnd.Invoke(StepName);
     ActionCtrl.OnEndExecute(objectCtrl);
 }
 public virtual void UnDoExecute()
 {
     started   = false;
     completed = false;
     ActionCtrl.OnUnDoExecute(objectCtrl);
 }
Example #8
0
        public void SetAnimParam(InputInfo handInput)
        {
            ClearAnimParam();
            if (handInput.directionEnum != InputDir.Middle)
            {
                int InputNum = (int)handInput.directionEnum;
                //将逻辑枚举拆分成
                switch (handInput.GetHoriEnum())
                {
                case InputDir.Left:
                    ActionCtrl.SetBool("Dir_Left", true);
                    break;

                case InputDir.Right:
                    ActionCtrl.SetBool("Dir_Right", true);
                    break;

                default:
                    ActionCtrl.SetBool("Dir_Right", false);
                    ActionCtrl.SetBool("Dir_Left", false);
                    break;
                }
                switch (handInput.GetVertEnum())
                {
                case InputDir.Up:
                    ActionCtrl.SetBool("Dir_Up", true);
                    break;

                case InputDir.Down:
                    ActionCtrl.SetBool("Dir_Down", true);
                    break;

                default:
                    ActionCtrl.SetBool("Dir_Up", false);
                    ActionCtrl.SetBool("Dir_Down", false);
                    break;
                }
            }
            switch (handInput.gesture)
            {
            case HandGesture.Click:
                ActionCtrl.SetBool("Hand_Click", true);
                break;

            case HandGesture.Drag:
                ActionCtrl.SetBool("Hand_Drag", true);
                break;

            case HandGesture.Slip:
                ActionCtrl.SetBool("Hand_Slip", true);
                break;

            case HandGesture.Holding:
                ActionCtrl.SetBool("Hand_Holding", true);
                break;

            case HandGesture.Realease:
                ActionCtrl.SetBool("Hand_Release", true);
                break;

            default:
                ActionCtrl.SetBool("Hand_Drag", false);
                ActionCtrl.SetBool("Hand_Click", false);
                ActionCtrl.SetBool("Hand_Slip", false);
                ActionCtrl.SetBool("Hand_Holding", false);
                break;
            }
        }