Example #1
0
    private List <UFEvent> GetEventsOfType(UFLevelStructure.Event.EventType type)
    {
        UFEvent[]      allEvents = this.transform.parent.GetComponentsInChildren <UFEvent>();
        List <UFEvent> toReturn  = new List <UFEvent>();

        foreach (UFEvent e in allEvents)
        {
            if (e.type == type)
            {
                toReturn.Add(e);
            }
        }
        return(toReturn);
    }
Example #2
0
    public void Set(UFLevelStructure.Event e)
    {
        type  = e.type;
        delay = Mathf.Max(0f, e.delay);

        bool1   = e.bool1;
        bool2   = e.bool1;
        int1    = e.int1;
        int2    = e.int2;
        float1  = e.float1;
        float2  = e.float2;
        string1 = e.string1;
        string2 = e.string2;
        links   = e.links;
        color   = e.color;

        if (GetEventTypeClass(type) == EventTypeClass.None)
        {
            Debug.LogWarning("Event " + name + " will have no effects since it is of unknown type: " + type);
        }
    }
Example #3
0
    private static EventTypeClass GetEventTypeClass(UFLevelStructure.Event.EventType type)
    {
        switch (type)
        {
        case UFLevelStructure.Event.EventType.StartTrigger:
        case UFLevelStructure.Event.EventType.When_Dead:
            return(EventTypeClass.StartTrigger);

        case UFLevelStructure.Event.EventType.Delay:
        case UFLevelStructure.Event.EventType.Invert:
        case UFLevelStructure.Event.EventType.Cyclic_Timer:
        case UFLevelStructure.Event.EventType.Switch:
            return(EventTypeClass.Signal);

        case UFLevelStructure.Event.EventType.Bolt_State:
        case UFLevelStructure.Event.EventType.Explode:
        case UFLevelStructure.Event.EventType.Heal:
        case UFLevelStructure.Event.EventType.Message:
        case UFLevelStructure.Event.EventType.Music_Start:
        case UFLevelStructure.Event.EventType.Music_Stop:
        case UFLevelStructure.Event.EventType.Particle_State:
        case UFLevelStructure.Event.EventType.Play_Sound:
        case UFLevelStructure.Event.EventType.Remove_Object:
        case UFLevelStructure.Event.EventType.Teleport:
        case UFLevelStructure.Event.EventType.Teleport_Player:
        case UFLevelStructure.Event.EventType.Set_Gravity:
        case UFLevelStructure.Event.EventType.Push_Region_State:
        case UFLevelStructure.Event.EventType.Display_Fullscreen_Image:
        case UFLevelStructure.Event.EventType.Modify_Rotating_Mover:
        case UFLevelStructure.Event.EventType.Reverse_Mover:
        case UFLevelStructure.Event.EventType.Mover_Pause:
        case UFLevelStructure.Event.EventType.Skybox_State:
        case UFLevelStructure.Event.EventType.Countdown_Begin:
        case UFLevelStructure.Event.EventType.Countdown_End:
            return(EventTypeClass.Effect);

        case UFLevelStructure.Event.EventType.Continuous_Damage:
            return(EventTypeClass.ContinuousEffect);

        case UFLevelStructure.Event.EventType.When_Countdown_Over:
        case UFLevelStructure.Event.EventType.When_Enter_Vehicle:
        case UFLevelStructure.Event.EventType.When_Try_Exit_Vehicle:
        case UFLevelStructure.Event.EventType.When_Cutscene_Over:
        case UFLevelStructure.Event.EventType.When_Countdown_Reaches:
        case UFLevelStructure.Event.EventType.When_Life_Reaches:
        case UFLevelStructure.Event.EventType.When_Armor_Reaches:
        case UFLevelStructure.Event.EventType.When_Hit:
            return(EventTypeClass.Detector);

        default:
            return(EventTypeClass.None);

            /*
             * case UFLevelStructure.Event.EventType.Drop_Weapon:
             * case UFLevelStructure.Event.EventType.Ignite_Entity:
             * case UFLevelStructure.Event.EventType.Defuse_Nuke:
             * case UFLevelStructure.Event.EventType.Never_Leave_Vehicle:
             * case UFLevelStructure.Event.EventType.Fire_Weapon_No_Anim:
             * case UFLevelStructure.Event.EventType.Drop_Point_Marker:
             * case UFLevelStructure.Event.EventType.Follow_Player:
             * case UFLevelStructure.Event.EventType.Follow_Waypoints:
             * case UFLevelStructure.Event.EventType.Give_item_To_Player:
             * case UFLevelStructure.Event.EventType.Goal_Create:
             * case UFLevelStructure.Event.EventType.Goal_Check:
             * case UFLevelStructure.Event.EventType.Goal_Set:
             * case UFLevelStructure.Event.EventType.Goto:
             * case UFLevelStructure.Event.EventType.Goto_Player:
             * case UFLevelStructure.Event.EventType.Activate_Capek_Shield:
             * case UFLevelStructure.Event.EventType.Load_Level:
             * case UFLevelStructure.Event.EventType.Look_At:
             * case UFLevelStructure.Event.EventType.Make_Invulnerable:
             * case UFLevelStructure.Event.EventType.Make_Fly:
             * case UFLevelStructure.Event.EventType.Make_Walk:
             * case UFLevelStructure.Event.EventType.Play_Animation:
             * case UFLevelStructure.Event.EventType.Set_AI_Mode:
             * case UFLevelStructure.Event.EventType.Slay_Object:
             * case UFLevelStructure.Event.EventType.Set_Light_State:
             * case UFLevelStructure.Event.EventType.Set_Liquid_Depth:
             * case UFLevelStructure.Event.EventType.Set_Friendliness:
             * case UFLevelStructure.Event.EventType.Shake_Player:
             * case UFLevelStructure.Event.EventType.Shoot_At:
             * case UFLevelStructure.Event.EventType.Shoot_Once:
             * case UFLevelStructure.Event.EventType.Armor:
             * case UFLevelStructure.Event.EventType.Spawn_Object:
             * case UFLevelStructure.Event.EventType.Swap_Textures:
             * case UFLevelStructure.Event.EventType.Switch_Model:
             * case UFLevelStructure.Event.EventType.Alarm:
             * case UFLevelStructure.Event.EventType.Alarm_Siren:
             * case UFLevelStructure.Event.EventType.Go_Undercover:
             * case UFLevelStructure.Event.EventType.Monitor_State:
             * case UFLevelStructure.Event.EventType.UnHide:
             * case UFLevelStructure.Event.EventType.Headlamp_State:
             * case UFLevelStructure.Event.EventType.Item_Pickup_State:
             * case UFLevelStructure.Event.EventType.Cutscene:
             * case UFLevelStructure.Event.EventType.Strip_Player_Weapons:
             * case UFLevelStructure.Event.EventType.Fog_State:
             * case UFLevelStructure.Event.EventType.Detach:
             * case UFLevelStructure.Event.EventType.Force_Monitor_Update:
             * case UFLevelStructure.Event.EventType.Black_Out_Player:
             * case UFLevelStructure.Event.EventType.Turn_Off_Physics:
             * case UFLevelStructure.Event.EventType.Holster_Weapon:
             * case UFLevelStructure.Event.EventType.Holster_Player_Weapon:
             * case UFLevelStructure.Event.EventType.Clear_Endgame_If_Killed:
             * case UFLevelStructure.Event.EventType.Win_PS2_Demo:
             * case UFLevelStructure.Event.EventType.Enable_Navpoint:
             * case UFLevelStructure.Event.EventType.Play_Vclip:
             * case UFLevelStructure.Event.EventType.Endgame:
             */
        }
    }