Example #1
0
            public FArpgNode Play(float time, List <string> state, out bool isChange)
            {
                isChange         = false;
                this.curTimes   += time;
                this.totalTimes += time;
                PlayStateCallBack(time, 1);
                for (int i = 0; i < mNextData.Count; i++)
                {
                    FArpgNode fad = mNextData[i];
                    if (fad.mFArgpBaseData.conditionState == "" || state.Contains(fad.mFArgpBaseData.conditionState))
                    {
                        if (ConditonCall(fad))
                        {
                            Reset();
                            fad.Reset();
                            fad.PlayStateCallBack(0, -1);
                            fad = fad.GetRealArpg();
                            fad.Reset();
                            fad.PlayStateCallBack(0, 0);

                            if (mMian.mMainCallBack != null)
                            {
                                mMian.mMainCallBack(fad);
                            }

                            isChange = true;
                            return(fad);
                        }
                    }
                }
                return(this);
            }
Example #2
0
 public bool SetArgpState(string key, float time = 0.3f, string lay = "none")
 {
     if (mCurFArpgData.mFArgpBaseData != null)
     {
         if (mCurFArpgData.mFArgpBaseData.conditionState == key)
         {
             mCurFArpgData.Reset(false);
         }
         bool isChange = false;
         isChange = PlayUpdate(0);
         mStateTimeEvent.AddState(lay, time, key);
         return(isChange);
     }
     return(false);
 }