void EventShower_SlideStateChanged(SlideState obj) { if (obj == SlideState.Idle) { foreground.state = SlideState.Entering; } }
internal void Update(GameTime gameTime) { if (_slideState == SlideState.TransitionOn) { _pos += (_transitionDir * 20); if (_pos == 0) { _slideState = SlideState.Active; } OnActivate?.Invoke(this, null); } else if (_slideState == SlideState.TransitionOff) { _pos += (_transitionDir * 20); if (Math.Abs(_pos) == BOUNDARY) { _slideState = SlideState.Inactive; } OnDeactivate?.Invoke(this, null); } else if (_slideState == SlideState.Active) { foreach (var r in _renderers) { r.Update(gameTime); } } }
public void AttachExperience(Experience e) { this.experience = e; this.state = SlideState.AR; GameObject target = experience.GetTarget(); }
void Update() { switch (m_SlideState) { case SlideState.MovingIn: m_SlideTimer += Time.deltaTime; if (m_SlideTimer >= m_SlideDuration) { m_SlideState = SlideState.Showing; m_SlideTimer = m_SlideDuration; } m_Sidebar.position = new Vector2( 2 * m_SidebarPosX * m_SlideTimer / m_SlideDuration - m_SidebarPosX, m_Sidebar.position.y); break; case SlideState.MovingOut: m_SlideTimer -= Time.deltaTime; if (m_SlideTimer <= 0) { m_SlideState = SlideState.Hidden; m_SlideTimer = 0; } m_Sidebar.position = new Vector2( 2 * m_SidebarPosX * m_SlideTimer / m_SlideDuration - m_SidebarPosX, m_Sidebar.position.y); break; } }
public PlayerState(IEventManager playerEvent) { #region Player State Initialization _StateIdle = new IdleState(this); _StateWalk = new WalkState(this); _StateSprint = new SprintState(this); _StateFall = new FallState(this); _StateCrouch = new CrouchState(this); _StateJump = new JumpState(this); _StateCrouchWalk = new CrouchWalkState(this); _StateSlide = new SlideState(this); _StateCrouchJump = new CrouchJumpState(this); _StateCrouchFall = new CrouchFallState(this); _StateAirMoveCrouchFall = new AirMoveCrouchFallState(this); _StateAirMoveCrouchJump = new AirMoveCrouchJumpState(this); _StateAirMoveFall = new AirMoveFallState(this); _StateAirMoveJump = new AirMoveJumpState(this); #endregion _ActiveProxies = new HashSet <IDynamicProxy>(); _EventPlayer = playerEvent; _CurrentPlayerState = _StateIdle; #region State Proxy Initialization _MediatorToggleProxy = new ToggleProxyMediator(); _ProxySprint = new SprintProxy(this, _MediatorToggleProxy); _ProxyCrouch = new CrouchProxy(this, _MediatorToggleProxy); _MediatorToggleProxy.ProxyCrouch = _ProxyCrouch; _MediatorToggleProxy.ProxySprint = _ProxySprint; _ProxyWalk = new WalkProxy(this, _MediatorToggleProxy); _ProxyFall = new FallProxy(this); _ProxyJump = new JumpProxy(this, _MediatorToggleProxy); #endregion }
private void checkForArrival() { if (Vector3.Distance(transform.position, destination) < .1f) { state = SlideState.Nothing; transform.position = destination; } }
private void OnMouseExit() { if (!selected) { state = SlideState.In; setDestination(); } }
private void OnMouseOver() { if (!selected) { state = SlideState.Out; setDestination(); } }
public override void ManipulateLeft() { if(m_slideState == SlideState.Forward){ m_partialReload = false; m_slideState = SlideState.Back; m_chamber = m_magazine[0]; RemoveTopRound(); } }
// Start is called before the first frame update void Start() { currentSlideState = SlideState.clean; currentGramState = GramState.clean; hasBeenHeatFixed = false; isCurrentlySoaked = false; currentLiquid = SoakedLiquidType.None; thisSlideMaterial = GetComponent <Renderer>().material; }
void Awake() { m_Instance = this; m_SidebarPosX = m_Sidebar.position.x; m_SlideState = SlideState.Hidden; m_Sidebar.position = new Vector2(-m_SidebarPosX, m_Sidebar.position.y); OAuth2Identity.ProfileUpdated += OnProfileUpdated; RefreshObjects(); }
void Start() { comicFrameUI.SetActive(false); currPage = 0; slideState = SlideState.STATIONARY; playButt.interactable = false; prevPageButtImage.enabled = false; nextPageButtImage.enabled = false; }
protected override void OnManipulationStarted(ManipulationStartedRoutedEventArgs e) { if (e.PointerDeviceType == PointerDeviceType.Touch && !e.Handled && _selected != null) { // 不可在此处重置RenderTransform,uno中当内部包含ScollViewer且内嵌面板有背景色时会造成delta莫名变大!很难发现问题原因 e.Handled = true; _innerScroll = this.FindChildByType <ScrollViewer>(); _state = SlideState.Start; } }
private void GramStateChange(Collider innoculation) { currentGramState = innoculation.gameObject.GetComponent <InnoculatingLoopBehaviour>().currentLoopState; if (currentGramState != GramState.clean) { thisSlideMaterial.color = Color.yellow; currentSlideState = SlideState.smeared; } }
void CollapseImmediate() { state = SlideState.Collapsed; tmpV2 = _rt.offsetMin; tmpV2.x = -extensionSize; _rt.offsetMin = tmpV2; tmpV2 = _rt.offsetMax; tmpV2.x = 0; _rt.offsetMax = tmpV2; }
public SavedState(Parcel parcel) : base(parcel) { try { State = (SlideState)parcel.ReadInt(); } catch { State = SlideState.Collapsed; } }
public void SlideComicLeftAndOut(float speed = comicSlideSpeedTypical) { // Disable Comic UI Objects playButtImage.sprite = playButtGray; playButt.interactable = false; currPage = -1; // Start slide lerp_timer = 0; comicSlideSpeed = speed; slideState = SlideState.SLIDE_LEFT_OUT; }
protected override void OnRestoreInstanceState(IParcelable state) { try { var savedState = (SavedState)state; base.OnRestoreInstanceState(savedState.SuperState); _slideState = savedState.State; } catch { base.OnRestoreInstanceState(state); } }
/** * Called from the "EXIT" button on the comic UI itself. * Sets the comic's slideState to shift it off the screen. The Update() * method will handle the actual shifting based on the slideState. * This method also shifts the camera back to alpaca, reverting it to its * normal state. */ public void HideComicAndShiftCam(float speed = comicSlideSpeedTypical) { // Disable Comic UI Objects playButtImage.sprite = playButtGray; playButt.interactable = false; currPage = -1; // Start slide lerp_timer = 0; comicSlideSpeed = speed; slideState = SlideState.SLIDE_RIGHT; cameraController.shiftCamToAlpaca(); }
void SetLockX(ManipulationDeltaRoutedEventArgs e) { // 水平滑动距离是垂直的n倍 if (_state == SlideState.Start && Math.Abs(e.Delta.Translation.X) > Math.Abs(e.Delta.Translation.Y) * 3) { _state = SlideState.LockX; } if (_state == SlideState.LockX) { ((TranslateTransform)((UIElement)_selected.DataContext).RenderTransform).X += e.Delta.Translation.X; } }
public Slide(Slide s) { this.text = s.text; this.gui = s.gui; this.parent = s.parent; s.experience.SetOwner (this); this.experience = (Experience) Activator.CreateInstance(s.experience.GetType(), s.experience); this.question = s.question; this.state = s.state; if (this.state == SlideState.DONE) { this.state = SlideState.AR; } }
/// <summary> /// Constantly Checks the Microscope Drop Zone for a snapped object. /// </summary>/// private void CheckMicroScopeSnapDropZone() { if (snapDropZoneToCheck.isSnapped) { SetSlideLoaded(true); RetrieveSlideInfo(); } else { SetSlideLoaded(false); loadedSlideState = SlideState.clean; ResetMicroscopeState(); } }
public void setSelected(bool value) { selected = value; if (transform.position != outPosition && selected) { state = SlideState.Out; setDestination(); } else if (transform.position != inPosition && !selected) { state = SlideState.In; setDestination(); } }
public Slide(Slide s) { this.text = s.text; this.gui = s.gui; this.parent = s.parent; s.experience.SetOwner(this); this.experience = (Experience)Activator.CreateInstance(s.experience.GetType(), s.experience); this.question = s.question; this.state = s.state; if (this.state == SlideState.DONE) { this.state = SlideState.AR; } }
/** * Displays comic frame UI and sets slideState to SLIDE_LEFT which Update() * will use to slide it in. * Also shifts the camera to the comic's position. */ public void DisplayComicAndShiftCam(float speed = comicSlideSpeedTypical) { // Set UI Elements comicFrameImage.sprite = comic.panels[0]; comicFrameUI.SetActive(true); nextPageButtImage.enabled = (comic.getSize() > 1); prevPageButtImage.enabled = false; currPage = 0; // Start slide lerp_timer = 0; comicSlideSpeed = speed; slideState = SlideState.SLIDE_LEFT_IN; cameraController.shiftCamToComic(); }
private void OnDisable() { IdleState.Dispose(); MoveState.Dispose(); JumpState.Dispose(); InAirState.Dispose(); LandState.Dispose(); WallSlideState.Dispose(); LedgeClimbState.Dispose(); CrouchIdleState.Dispose(); CrouchMoveState.Dispose(); SwordAttackState.Dispose(); HandAttackState.Dispose(); AirAttackState.Dispose(); SlideState.Dispose(); }
protected override void OnManipulationCompleted(ManipulationCompletedRoutedEventArgs e) { if (e.PointerDeviceType == PointerDeviceType.Touch && _state == SlideState.LockX) { e.Handled = true; var con = (FrameworkElement)_selected.DataContext; double deltaX = ((TranslateTransform)((UIElement)_selected.DataContext).RenderTransform).X; if (Math.Abs(deltaX) > con.ActualWidth / 2) { SwitchPage(); } else if (deltaX != 0) { CancelPaging(); } } _state = SlideState.None; }
// Update is called once per frame void Update() { switch (state) { case SlideState.Paused: transform.position = startPosition; break; case SlideState.Entering: { timePassed += Time.deltaTime; transform.localPosition = Vector3.Lerp(startPosition, idlePosition, timePassed / timeToTake); if (timePassed >= timeToTake) { state = SlideState.Idle; } break; } case SlideState.Idle: { //transform.localPosition = idlePosition; timePassed = 0.0f; break; } case SlideState.Exiting: { timePassed += Time.deltaTime; transform.localPosition = Vector3.Lerp(idlePosition, endPosition, timePassed / timeToTake); if (timePassed >= timeToTake) { state = SlideState.Done; } break; } case SlideState.Done: { break; } } }
IEnumerator ExtendSlide() { state = SlideState.Extending; while (_rt.offsetMin.x < 0) { tmpV2 = _rt.offsetMin; tmpV2.x += (Time.deltaTime * SlideSpeed); tmpV2.x = Mathf.Clamp(tmpV2.x, -extensionSize, 0); _rt.offsetMin = tmpV2; tmpV2 = _rt.offsetMax; tmpV2.x = extensionSize + _rt.offsetMin.x; _rt.offsetMax = tmpV2; yield return(null); } state = SlideState.Extended; }
IEnumerator CollapseSlide() { state = SlideState.Collapsing; while (_rt.offsetMin.x > -extensionSize) { tmpV2 = _rt.offsetMin; tmpV2.x -= (Time.deltaTime * SlideSpeed); tmpV2.x = Mathf.Clamp(tmpV2.x, -extensionSize, 0); _rt.offsetMin = tmpV2; tmpV2 = _rt.offsetMax; tmpV2.x = extensionSize + _rt.offsetMin.x; _rt.offsetMax = tmpV2; yield return(null); } state = SlideState.Collapsed; }
private float lerp_timer; // Timer used for lerp-ing the comic into desired position void Update() { // resolve sliding of the comic frame UI switch (slideState) { case SlideState.SLIDE_LEFT_IN: lerp_timer += comicSlideSpeed * Time.deltaTime; comicFrameUITransform.anchoredPosition = Vector2.Lerp(comicFrameUITransform.anchoredPosition, comicDisplayedPos, lerp_timer); if (Mathf.Abs(comicFrameUITransform.anchoredPosition.x - comicDisplayedPos.x) <= 0.05) // change state if the comic is done sliding { comicFrameUITransform.anchoredPosition = comicDisplayedPos; slideState = SlideState.STATIONARY; } break; case SlideState.SLIDE_LEFT_OUT: comicFrameUITransform.anchoredPosition = Vector2.Lerp(comicFrameUITransform.anchoredPosition, comicShowMinigamePos, lerp_timer); lerp_timer += comicSlideSpeed * Time.deltaTime; if (Mathf.Abs(comicFrameUITransform.anchoredPosition.x - comicShowMinigamePos.x) <= 0.05) // change state if the comic is done sliding { comicFrameUITransform.anchoredPosition = comicShowMinigamePos; slideState = SlideState.STATIONARY; } break; case SlideState.SLIDE_RIGHT: lerp_timer += comicSlideSpeed * Time.deltaTime; comicFrameUITransform.anchoredPosition = Vector2.Lerp(comicFrameUITransform.anchoredPosition, comicHiddenPos, lerp_timer); if (Mathf.Abs(comicFrameUITransform.anchoredPosition.x - comicHiddenPos.x) <= 0.05) // change state and hide comic if the comic is done sliding { comicFrameUITransform.anchoredPosition = comicHiddenPos; slideState = SlideState.STATIONARY; comicFrameUI.SetActive(false); currPage = 0; } break; case SlideState.STATIONARY: default: break; } }
public void Show(bool show) { switch (m_SlideState) { case SlideState.Hidden: case SlideState.MovingOut: if (show) { m_SlideState = SlideState.MovingIn; } break; case SlideState.Showing: case SlideState.MovingIn: if (!show) { m_SlideState = SlideState.MovingOut; } break; } }
void OnEnable() { ui.gameObject.SetActive (true); m_slideState = SlideState.Forward; m_magazine = new BulletState[4]; for(int i = 0; i < m_magazine.Length; i++){ m_magazine[i] = BulletState.Live; } m_chamber = BulletState.Live; m_partialReload = false; Update(); }
public void AttachExperience(Experience e) { this.experience = e; this.state = SlideState.AR; GameObject target = experience.GetTarget (); }
public void AttachQuestion(Question q) { this.question = q; this.state = SlideState.QUESTION; }
public Slide(string text) { state = SlideState.TEXT; this.text = text; GUIFactory factory = new GUIFactory(); // Go Back Button GUIButton backButton = new GUIButton(); backButton.SetText("Go Back"); backButton.SetBox(new Box() .SetMarginTop("auto") .SetMarginRight("auto") .SetMarginLeft(0.01f) .SetMarginBottom(0.01f) .SetWidth(Screen.width * 0.2 + "px") .SetHeight (0.1f)); backButton.OnClick(FlowControl.PreviousSlide); // Go Forward Button GUIButton nextButton = new GUIButton(); nextButton.SetText("Continue"); nextButton.SetBox(new Box() .SetMarginTop("auto") .SetMarginLeft("auto") .SetMarginRight(0.01f) .SetMarginBottom(0.01f) .SetWidth(Screen.width * 0.2 + "px") .SetHeight (0.1f)); nextButton.OnClick(FlowControl.NextSlide); GUIComponent c = factory .CreateLabel (text) .SetBox ((new Box ()) .SetMarginTop (0.1f) .SetMarginRight (0.1f) .SetMarginBottom (0.1f) .SetMarginLeft (0.1f)); GUILabel l = (GUILabel) c; l.SetStyle(GUIStyles.GetInstance().DEFAULT_SLIDE_STYLE); l.Append (nextButton); l.Append (backButton); gui = factory.Build(); questionBoxes = new Box[4]; questionBoxes [0] = new Box (); questionBoxes [0] .SetMarginTop (0.55f) .SetMarginRight (0.51f) .SetMarginBottom ("auto") .SetMarginLeft (0.01f) .SetHeight (0.1f); questionBoxes [1] = new Box (); questionBoxes [1] .SetMarginTop (0.55f) .SetMarginRight (0.01f) .SetMarginBottom ("auto") .SetMarginLeft (0.51f) .SetHeight (0.1f); questionBoxes [2] = new Box (); questionBoxes [2] .SetMarginTop (0.7f) .SetMarginRight (0.51f) .SetMarginBottom ("auto") .SetMarginLeft (0.01f) .SetHeight (0.1f); questionBoxes [3] = new Box (); questionBoxes [3] .SetMarginTop (0.7f) .SetMarginRight (0.01f) .SetMarginBottom ("auto") .SetMarginLeft (0.51f) .SetHeight (0.1f); }
public SavedState(Parcel parcel) : base(parcel) { try { State = (SlideState) parcel.ReadInt(); } catch { State = SlideState.Collapsed; } }
public SavedState(IParcelable superState, SlideState item) : base(superState) { State = item; }
protected override void OnRestoreInstanceState(IParcelable state) { try { var savedState = (SavedState) state; base.OnRestoreInstanceState(savedState.SuperState); _slideState = savedState.State; } catch { base.OnRestoreInstanceState(state); } }
public override void ManipulateRight() { if(m_partialReload){ m_partialReload = false; //m_ammoReserve--; AddLiveRound(); } if(m_slideState == SlideState.Back){ m_slideState = SlideState.Forward; } }
/** * Override whatever the slide is doing and let it know that we are done with it! */ public void Done() { // We've been given word that the slide is done! this.state = SlideState.DONE; }