public override IEnumerator RestartSequence() { MansfeldCharacter.SetAnimationBool(AnimationSequence.animationName); yield return(new WaitForSeconds(_duration)); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override IEnumerator RestartSequence() { MansfeldCharacter.SetPosition(_oldPosition); _elapsedTime = 0f; var startingPosition = MansfeldCharacter.GetPosition(); MansfeldCharacter.SetAnimationFloat(AnimationSequence.animationName, 1); yield return(new WaitUntil(() => { //Return if elapsed time has reached its completion time. if (_elapsedTime >= _duration) { return true; } //Calculate the distance traveled by the elapsed time. var newDistance = Mathf.InverseLerp(0, _duration, _elapsedTime) * _distance; //Calculate the position from the starting position and the forward direction multiplied by the distance. var newPosition = startingPosition + MansfeldCharacter.GetForwardVector() * newDistance; //Set the new position. MansfeldCharacter.SetPosition(newPosition); //Increment the elapsed time. _elapsedTime += Time.deltaTime; return false; })); MansfeldCharacter.SetAnimationFloat(AnimationSequence.animationName, 0); DynamicAnimation.OnAnimationFinishedPlaying(); }
public Playground() { MeasureStartup(); this.InitializeComponent(); Loaded += Playground_Loaded; xamlText.TextChanged += OnTextChanged; jsonDataContext.TextChanged += OnDataContextTextChanged; content.SizeChanged += (snd, args) => { resolution.Text = $"{content.ActualWidth}x{content.ActualHeight}"; }; var abc = DynamicAnimation.StoryboardProperty.ToString(); DynamicAnimation.GetStoryboard(this); DynamicAnimation.SetStoryboard(this, null); SizeChanged += (snd, e) => RestoreCodePaneSize(e.PreviousSize, e.NewSize); #if __WASM__ Uno.Foundation.WebAssemblyRuntime.InvokeJS("Uno.UI.WindowManager.current.setStyle(\"" + splitter.HtmlId + "\", {\"cursor\": \"col-resize\"});"); #endif InputPane.GetForCurrentView().Showing += OnInputPaneShowing; InputPane.GetForCurrentView().Hiding += OnInputPaneHiding;; }
public override IEnumerator PlaySequence() { MansfeldCharacter.chair.SetActive(true); MansfeldCharacter.SetAnimationBool(AnimationSequence.animationName); yield return(new WaitForSeconds(_duration)); MansfeldCharacter.chair.SetActive(false); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override IEnumerator RestartSequence() { _elapsedTime = 0; DynamicAnimation.MansfeldCharacter.SetAnimationBool(AnimationSequence.animationName); yield return(new WaitUntil(() => { _elapsedTime += Time.deltaTime; return _elapsedTime >= _duration; })); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override IEnumerator PlaySequence() { DynamicAnimation.SpawnMansfeld(_offset, new Vector3(0, _rotation, 0)); MansfeldCharacter = DynamicAnimation.MansfeldCharacter; _elapsedTime = 0; MansfeldCharacter.SetAnimationBool(AnimationSequence.animationName); yield return(new WaitUntil(() => { _elapsedTime += Time.deltaTime; return _elapsedTime >= _duration; })); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override IEnumerator PlaySequence() { MansfeldCharacter.bed.SetActive(true); yield return(new WaitUntil(() => { //Return if elapsed time has reached its completion time. if (_elapsedTime >= _duration) { return true; } MansfeldCharacter.SetAnimationBool(AnimationSequence.animationName); return false; })); MansfeldCharacter.bed.SetActive(false); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override IEnumerator RestartSequence() { MansfeldCharacter.SetRotation(new Vector3(0, _oldRotation, 0)); _elapsedTime = 0f; var yStartingRotation = MansfeldCharacter.GetRotation().y; yield return(new WaitUntil(() => { var percentage = Mathf.InverseLerp(0, _duration, _elapsedTime); var newRotation = percentage * _rotationAmount; MansfeldCharacter.SetRotation(new Vector3(0, yStartingRotation + newRotation, 0)); _elapsedTime += Time.deltaTime; return _elapsedTime >= _duration; })); DynamicAnimation.OnAnimationFinishedPlaying(); }
public Playground() { MeasureStartup(); this.InitializeComponent(); Loaded += Playground_Loaded; #if MONACO xamlText.PropertyChanged += OnPropertyChanged; xamlText.Loaded += OnEditorLoaded; xamlText.Loading += OnEditorLoading; xamlText.RequestedTheme = ElementTheme.Dark; xamlText.SizeChanged += (snd, evt) => { xamlText.ExecuteJavascript("if(typeof editor !== 'undefined') editor.layout();"); }; #else xamlText.TextChanged += OnTextChanged; #endif #if __WASM__ splitter.SetCssClass("resizeHandle"); #endif jsonDataContext.TextChanged += OnDataContextTextChanged; content.SizeChanged += (snd, args) => { resolution.Text = $"{content.ActualWidth}x{content.ActualHeight}"; }; var abc = DynamicAnimation.StoryboardProperty.ToString(); DynamicAnimation.GetStoryboard(this); DynamicAnimation.SetStoryboard(this, null); SizeChanged += (snd, e) => RestoreCodePaneSize(e.PreviousSize, e.NewSize); #if false // __WASM__ Uno.Foundation.WebAssemblyRuntime.InvokeJS("Uno.UI.WindowManager.current.setStyle(\"" + splitter.HtmlId + "\", {\"cursor\": \"col-resize\"});"); #endif InputPane.GetForCurrentView().Showing += OnInputPaneShowing; InputPane.GetForCurrentView().Hiding += OnInputPaneHiding;; }
public LayMechanic(DynamicAnimation dynamicAnimation) : base(dynamicAnimation) { }
public TalkMechanic(DynamicAnimation dynamicAnimation) : base(dynamicAnimation) { }
public override void FastForwardSequence() { DynamicAnimation.OnAnimationFinishedPlaying(); }
public RotateMechanic(DynamicAnimation dynamicAnimation) : base(dynamicAnimation) { }
public override void FastForwardSequence() { MansfeldCharacter.SetPosition(_oldPosition + MansfeldCharacter.transform.forward * _distance); MansfeldCharacter.SetAnimationFloat(AnimationSequence.animationName, 0); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override void FastForwardSequence() { MansfeldCharacter.bed.SetActive(false); DynamicAnimation.OnAnimationFinishedPlaying(); }
public override void FastForwardSequence() { MansfeldCharacter.SetRotation(new Vector3(0, _oldRotation, 0)); MansfeldCharacter.SetRotation(new Vector3(0, MansfeldCharacter.GetRotation().y + _rotationAmount, 0)); DynamicAnimation.OnAnimationFinishedPlaying(); }
public SpawnMechanic(DynamicAnimation dynamicAnimation) : base(dynamicAnimation) { }