Example #1
0
        private void OnUpdatePlaying_OneAtATime(TriggeredBehaviour nextIncomplete)
        {
            //TODO: This method and the area that calls it needs some revision.

            //if (sequenceType == SequenceType.OneAtATime_AutomaticPlayReady && nextIncomplete.IsReady)
            //	nextIncomplete.RequestPlaying ();
            if (sequenceType == SequenceType.OneAtATime)
            {
                return;
            }

            if (nextIncomplete.IsPlaying)
            {
                return;
            }
            if (nextIncomplete.IsReady)
            {
                nextIncomplete.RequestPlaying(_lastTriggerer);
            }

            /*for (int i = 0; i < _behaviours.Count; i++)
             * {
             *      if (_behaviours[i].IsPlaying)
             *              break;
             *      if (_behaviours[i].IsReady)
             *      {
             *              _behaviours[i].RequestPlaying ();
             *              break;
             *      }
             * }*/
        }
Example #2
0
 private void OnUpdatePlaying_Simultaneous(TriggeredBehaviour nextIncomplete)
 {
     if (nextIncomplete.IsReady && nextIncomplete.CurPlaysRequested >= 0)
     {
         RequestComplete();
     }
 }
Example #3
0
        /// <summary>
        /// Called every frame behaviour is in the Playing state.
        /// For over-time behaviours, this is where most of the logic will go.
        /// </summary>
        protected override void OnUpdatePlaying()
        {
            TriggeredBehaviour nextIncomplete = GetNextIncompleteBehaviour();

            if (nextIncomplete == null)
            {
                RequestComplete();
                return;
            }

            switch (sequenceType)
            {
            case SequenceType.Simultaneous:
                OnUpdatePlaying_Simultaneous(nextIncomplete);
                break;

            case SequenceType.RapidInOrder:
                OnUpdatePlaying_RapidInOrder(nextIncomplete);
                break;

            case SequenceType.OneAtATime:
            case SequenceType.OneAtATime_AutomaticPlayReady:
                OnUpdatePlaying_OneAtATime(nextIncomplete);
                break;
            }
        }
Example #4
0
        private TriggeredBehaviour DrawBehaviourField(int index)
        {
            Transform          curTransform = behaviourTransforms[index];
            TriggeredBehaviour curBehaviour = null;

            if (curTransform != null)
            {
                curBehaviour = curTransform.GetComponent <TriggeredBehaviour> () as TriggeredBehaviour;
            }

            TriggeredBehaviour newBehaviour = EditorGUILayout.ObjectField
                                                  ("Behaviour", curBehaviour, typeof(TriggeredBehaviour), true)
                                              as TriggeredBehaviour;

            if (newBehaviour == null)
            {
                behaviourTransforms[index] = null;
            }
            else
            {
                behaviourTransforms[index] = newBehaviour.transform;
            }

            return(newBehaviour);
        }
Example #5
0
        private void DrawTriggeredBehaviourEntry(int index)
        {
            TriggeredBehaviour behaviour = DrawBehaviourField(index);

            if (behaviour == null)
            {
                return;
            }

            behaviour.DrawInspector();
        }
Example #6
0
        /// <summary>
        /// Called by parent class at the end of its AteAwake().
        /// </summary>
        protected override void OnAwake()
        {
            //	Populate _behaviours so we don't have to use GetComponent all the time
            _behaviours = new List <TriggeredBehaviour> ();
            for (int i = 0; i < behaviourTransforms.Count; i++)
            {
                if (behaviourTransforms[i] == null)
                {
                    continue;
                }

                TriggeredBehaviour behaviour = behaviourTransforms[i].GetComponent <TriggeredBehaviour> () as TriggeredBehaviour;
                if (behaviour != null)
                {
                    _behaviours.Add(behaviour);
                }
            }
        }
Example #7
0
        private void OnUpdatePlaying_RapidInOrder(TriggeredBehaviour nextIncomplete)
        {
            if (_nextActivate >= _behaviours.Count)
            {
                if (nextIncomplete.IsReady && nextIncomplete.CurPlaysRequested >= 0)
                {
                    RequestComplete();
                }
                return;
            }

            TriggeredBehaviour behaviour = _behaviours[_nextActivate];

            if (behaviour.IsReady)
            {
                behaviour.RequestPlaying(_lastTriggerer);
            }

            _nextActivate++;
        }