public void moveCharacter(GameObject role, Vector3 middle_pos, Vector3 end_pos, float speed) { SSAction action1 = CCMoveToAction.GetSSAction(middle_pos, speed); SSAction action2 = CCMoveToAction.GetSSAction(end_pos, speed); CharaMove = CCSequenceAction.GetSSAction(1, 0, new List <SSAction> { action1, action2 }); this.RunAction(role, CharaMove, this); }
public void SSActionEvent ( SSAction source, SSActionEventType events = SSActionEventType.Competeted, int intParam = 0, string strParam = null, Object objectParam = null ) { }
public void moveRole(GameObject role, Vector3 middle_pos, Vector3 end_pos, float speed) { SSAction action1 = SSMoveToAction.GetSSAction(middle_pos, speed); SSAction action2 = SSMoveToAction.GetSSAction(end_pos, speed); moveRoleToLandorBoat = SequenceAction.GetSSAcition(1, 0, new List <SSAction> { action1, action2 }); this.RunAction(role, moveRoleToLandorBoat, this); }
//实现接口ISSActionCallback public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Competeted, int intParam = 0, string strParam = null, Object objectParam = null) { if (source is PhysicMoveAction) { DiskNumber--; DiskFactory df = Singleton <DiskFactory> .Instance; df.FreeDisk(source.gameobject); FreeSSAction(source); } }
public void moveCha(GameObject Cha, Vector3 middle_pos, Vector3 end_pos, float speed) { SSAction action1 = SSMoveToAction.GetSSAction(middle_pos, speed); SSAction action2 = SSMoveToAction.GetSSAction(end_pos, speed); moveChaToCoastorBoat = SequenceAction.GetSSAcition(1, 0, new List <SSAction> { action1, action2 }); this.RunAction(Cha, moveChaToCoastorBoat, this); }
public void moveCharacterAction(GameObject character, Vector3 middle_pos, Vector3 end_pos, float speed) { SSAction action1 = CCMoveToAction.GetSSAction(middle_pos, speed); SSAction action2 = CCMoveToAction.GetSSAction(end_pos, speed); ccmoveCharacter = CCSequenceAction.GetSSAction(1, 0, new List <SSAction> { action1, action2 }); //1表示做一次动作,0表示从初始action1开始 this.RunAction(character, ccmoveCharacter, this); }
public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Completed, int intParam = 0, string strParam = null, Object objParam = null) { disks.RecycleDisk(source.gameObject); seq.Remove(source as CCMoveToAction); source.destory = true; if (FirstSceneController.times >= 30) { sceneController.flag = 1; } }
public void DestroyAllActions() { foreach (KeyValuePair <int, SSAction> kv in actions) { SSAction ac = kv.Value; ac.agent.velocity = Vector3.zero; ac.agent.ResetPath(); ac.destroy = true; } }
// 提供了运行一个新动作的方法。该方法把游戏对象与动作绑定,并绑定该动作事件的消息接收者。 public void RunAction(GameObject gameobject, SSAction action, ISSActionCallback manager) { action.gameobject = gameobject; action.transform = gameobject.transform; action.callback = manager; action.destroy = false; action.enable = true; waitingAdd.Add(action); action.Start(); }
public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Completed, int intParam = 0, string strParam = null, Object objectParam = null) { if (source.transform.tag == "boat") { sceneController.boat_move_to_left = false; sceneController.boat_move_to_right = false; sceneController.game_over_judge(); Debug.Log("callback"); } }
public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Competeted, int intParam = 0, string strParam = null, Object objectParam = null) { if (!source.gameobject.GetComponent <DiskData2>().hit) { scoreRecorder.miss(); } diskFactory.freeDisk(source.gameobject); source.gameobject.GetComponent <DiskData2>().hit = false; }
public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Completed, int intParam = 0, string strParam = null, Object objParam = null) { ufo.RecycleUFO(source.gameObject); seq.Remove(source as PhysicsEmitAction); source.destory = true; if (FirstSceneController.times >= 30) { sceneCtrl.flag = 1; } }
public void moveRole(GameObject role, Vector3 middle_pos, Vector3 end_pos, float speed) { SSAction action1 = SSMoveToAction.GetSSAction(middle_pos, speed); // GetSSAction添加动作到动作列表 SSAction action2 = SSMoveToAction.GetSSAction(end_pos, speed); action_seq = SequenceAction.GetSSAcition(1, 0, new List <SSAction> { action1, action2 }); // 1, 0 对应动作是否重复等 this.RunAction(role, action_seq, this); //逐条执行动作 }
//动作结束后 public void SSActionEvent(SSAction source, bool catchState) { if (catchState) { addDirectMovement(source.GameObject); } else { addRandomMovement(source.GameObject, true); } }
public void MoveRole(GameObject role, Vector3 middlePosition, Vector3 endPosition, float speed) { SSAction step1 = CCMoveToAction.GetSSAction(middlePosition, speed); SSAction step2 = CCMoveToAction.GetSSAction(endPosition, speed); moveRole = CCSequenceAction.GetSSAction(1, 0, new List <SSAction> { step1, step2 }); this.RunAction(role, moveRole, this); sceneController.moving = true; }
public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Competeted, int intParam = 0, string strParam = null, UnityEngine.Object objectParam = null) { if (source is UFOFlyAction) { UFONumber--; UFOFactory ufof = Singleton <UFOFactory> .Instance; ufof.recoverUFO(source.gameobject); releaseSSACtion(source); } }
public void RunAction( GameObject obj, SSAction act, ISSActionCallback manager) { act.Obj = obj; act.Tra = obj.transform; act.Callback = manager; waitAdd.Add(act); act.Start(); }
public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Completed, int Param = 0, string strParam = null, Object objectParam = null) { source.destory = false; this.start++; if (this.start >= sequence.Count) { this.start = 0; this.destory = true; this.callback.SSActionEvent(this); } }
public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Completed, int intParam = 0, string strParam = null, Object objectParam = null) { source.gameObject.GetComponent <Rigidbody>().useGravity = false; source.gameObject.GetComponent <Rigidbody>().velocity = Vector3.zero; source.gameObject.GetComponent <Rigidbody>().isKinematic = true; sceneController.ReturnUFO(source.gameObject); }
public void moveCharacter(GameObject ch, Vector3 middle, Vector3 dest, float speed) { //先到岸边,再上船 SSAction action1 = SSMoveToAction.GetSSAction(middle, speed); SSAction action2 = SSMoveToAction.GetSSAction(dest, speed); movech = SequenceAction.GetSSAcition(1, 0, new List <SSAction> { action1, action2 }); //船动作组合 this.RunAction(ch, movech, this); }
public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Completed, int intPram = 0 , string strParm = null, Object objParm = null) { if (source is CCFlyAction) { diskNumber--; Singleton <DiskFactory> .Instance.freeDisk(source.gameObject); freeSSAction(source); } }
public static PhysicsMoveToAction GetSSAction(float speed) { PhysicsMoveToAction action = ScriptableObject.CreateInstance <PhysicsMoveToAction>(); action.speed = speed; action.originPosition = SSAction.getRandomStartPoint(); return(action); }
public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Competeted, int intParam = 0, string strParam = null, UnityEngine.Object objectParam = null) { if (source is CCFlyAction) { diskNumber--; source.gameobject.SetActive(false); } }
//动作结束后 public void SSActionEvent(SSAction source, SSActionEventType eventType = SSActionEventType.Completed, SSActionTargetType intParam = SSActionTargetType.Normal, string strParam = null, object objParam = null) { if (intParam == SSActionTargetType.Normal) { addRandomMovement(source.gameObject, true); } else { addDirectMovement(source.gameObject); } }
public void SSActionEvent(SSAction source, int intParam = 0, GameObject objectParam = null) { if (intParam == 0) { action = PatrolFollowAction.GetSSAction(); } else if (intParam == 1) { action = PatrolAction.GetSSAction(); } this.RunAction(objectParam, action, this); }
public void ClearAction() { foreach (int _key in waitDel) { SSAction act = actions [_key]; actions.Remove(_key); DestroyObject(act); } waitAdd.Clear(); waitDel.Clear(); actions.Clear(); }
public void SSActionEvent(SSAction source, GameObject arrow = null) { if (arrow != null) { ArrowTremble tremble = ArrowTremble.GetSSAction(); this.RunAction(arrow, tremble, this); } else { Controllor scene_controller = (Controllor)SSDirector.GetInstance().CurrentSceneControllor; } }
// Update is called once per frame // protected new void Update() // { // } public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Completed, int intParam = 0, string strParam = null, Object objectParam = null) { // Debug.Log("飞碟被击中或飞出视界,动作结束,飞碟被销毁"); // if (source.transform != null) { // Destroy(source.transform.gameObject); // } factory.FreeDisk(source.transform.gameObject); }
public void moveRole(GameObject role, Vector3 middlePos, Vector3 endPos, float speed) { //两段移动 SSAction action1 = SSMoveToAction.GetSSAction(middlePos, speed); SSAction action2 = SSMoveToAction.GetSSAction(endPos, speed); //repeat=1,start=0,两个动作 roleMove = SequenceAction.GetSSAcition(1, 0, new List <SSAction> { action1, action2 }); this.RunAction(role, roleMove, this); }
public void SSEventAction(SSAction source, SSActionEventType events = SSActionEventType.COMPLETED, int intParam = 0, string strParam = null, Object objParam = null) { if (actionState) { walkLeft(); } else { idle(); } actionState = !actionState; }