Example #1
0
 // PRAGMA MARK - Public Interface
 public void SetupWithContext(RhythmSequence sequence)
 {
     this._sequence = sequence;
     this._sequence.OnSequenceFinished.AddListener(this.HandleSequenceFinished);
     this._sequence.OnKeyframeHit.AddListener(this.HandleKeyframeHit);
     this._sequence.OnKeyframesChanged.AddListener(this.HandleSequenceKeyframesChanged);
 }
        // PRAGMA MARK - Public Interface
        public override void Apply(Battle battle, List <Actor> teammates, List <Actor> enemies, Actor actor, Actor target)
        {
            RhythmSequence sequence = RhythmSequenceManager.Instance.StartSequence(this.moveKeyframes, actor.transform.position);

            sequence.OnSequenceFinished.AddListener(this.HandleSequenceFinished);
            this._actor   = actor;
            this._target  = target;
            this._enemies = enemies;
        }
        private void HandleSequenceFinished(RhythmSequence sequence, RhythmSequenceResult result)
        {
            this._result = result;

            this.DoAfterDelay(this._attackStartDelay, () => {
                sequence.OnSequenceFinished.RemoveListener(this.HandleSequenceFinished);
                this._actor.FlashyAnimateTo(this._target.AttackedPosition, this._rushTrigger, this._additionalScaling);
                this.DoAfterDelay(0.2f, () => {
                    this._actor.transform.position = new Vector3(this._actor.transform.position.x, this._actor.transform.position.y, this._actor.transform.position.z - 6.0f);
                });
                this._actor.OnFinishedFlashyAnimating.AddListener(this.Attack);
            });
        }
Example #4
0
        private void HandleSequenceFinished(RhythmSequence sequence, RhythmSequenceResult result)
        {
            Vector3 storedPosition = this.transform.position;

            if (result.keyframeCount == 3 || result.keyframeCount == 4)
            {
                this.DoAfterDelay(0.2f, () => {
                    string prefabName = "";
                    if (result.keyframeCount == result.perfectHitCount)
                    {
                        prefabName = "UltimateFloatingTextSFX";
                        CameraController.Main <CameraController>().Shake(GameConstants.Instance.kAttackShakeMagnitude * 1.0f, GameConstants.Instance.kAttackShakeDuration * 2.0f);
                    }
                    else if (result.keyframeCount == result.missCount)
                    {
                        prefabName = "SubparFloatingTextSFX";
                        CameraController.Main <CameraController>().Shake(GameConstants.Instance.kAttackShakeMagnitude * 0.7f, GameConstants.Instance.kAttackShakeDuration * 2.0f);
                    }
                    else
                    {
                        prefabName = "PrettyGoodFloatingTextSFX";
                        CameraController.Main <CameraController>().Shake(GameConstants.Instance.kAttackShakeMagnitude * 0.3f, GameConstants.Instance.kAttackShakeDuration * 2.0f);
                    }
                    SoundManager.Instance.PlaySoundFile(4);

                    GameObject floatingTextSFXObject = Toolbox.GetInstance <ObjectPoolManager>().Instantiate(prefabName);
                    floatingTextSFXObject.transform.SetParent(CanvasUtil.MainCanvas.transform, worldPositionStays: false);

                    RectTransform rectTransform = (RectTransform)floatingTextSFXObject.transform;
                    Vector2 anchoredPosition    = rectTransform.anchoredPosition;
                    if (storedPosition.x > 0.0f)
                    {
                        anchoredPosition = anchoredPosition.SetX(-anchoredPosition.x);
                    }

                    // rectTransform.anchoredPosition = anchoredPosition + (Vector2)Camera.main.WorldToScreenPoint(storedPosition);

                    FloatingTextSFX floatingTextSFX = floatingTextSFXObject.GetComponent <FloatingTextSFX>();
                    floatingTextSFX.SetText("");
                });
            }

            foreach (KeyValuePair <RhythmSequenceKeyframe, RhythmSequenceKeyframeVisualizer> pair in this._visualizerMap)
            {
                pair.Value.FadeAway();
            }
            this._container.SetActive(false);
        }