public GameObject FindTarget(AdvEffectData data) { switch (data.Target) { case AdvEffectData.TargetType.MessageWindow: return(MessageWindow.gameObject); case AdvEffectData.TargetType.Graphics: return(Engine.GraphicManager.gameObject); case AdvEffectData.TargetType.Camera: return(CameraRoot); case AdvEffectData.TargetType.Default: default: { AdvGraphicObject obj = engine.GraphicManager.FindObject(data.TargetName); if (obj != null && obj.gameObject != null) { return(obj.gameObject); } AdvGraphicLayer layer = engine.GraphicManager.FindLayer(data.TargetName); if (layer != null) { return(layer.gameObject); } Transform ui = engine.UiManager.transform.Find(data.TargetName); if (ui != null) { return(ui.gameObject); } return(null); } } }
internal bool IsCommandWaiting(AdvEffectData effectData) { //今のコマンドがWaitのとき、エフェクトの終了待ちをする if (effectData.Wait == AdvEffectData.WaitType.Wait) { foreach (AdvEffectData effect in currentEffectList) { if (effect.IsCommandWaiting) { return(true); } } } return(false); }
public GameObject FindTarget(AdvEffectData data) { switch (data.Target) { case AdvEffectData.TargetType.MessageWindow: return MessageWindow.gameObject; case AdvEffectData.TargetType.Graphics: return Engine.GraphicManager.gameObject; case AdvEffectData.TargetType.Camera: return CameraRoot; case AdvEffectData.TargetType.Default: default: { AdvGraphicObject obj = engine.GraphicManager.FindObject(data.TargetName); return (obj != null) ? obj.gameObject : null; } } }
public GameObject FindTarget(AdvEffectData data) { switch (data.Target) { case AdvEffectData.TargetType.MessageWindow: return(MessageWindow.gameObject); case AdvEffectData.TargetType.Graphics: return(Engine.GraphicManager.gameObject); case AdvEffectData.TargetType.Camera: return(CameraRoot); case AdvEffectData.TargetType.Default: default: { AdvGraphicObject obj = engine.GraphicManager.FindObject(data.TargetName); return((obj != null) ? obj.gameObject : null); } } }
void OnComplete(AdvEffectData effectData) { currentEffectList.Remove(effectData); }
public void Play(AdvEffectData effectData) { currentEffectList.Add(effectData); effectData.Play(this, OnComplete); }
internal bool IsCommandWaiting(AdvEffectData effectData) { //今のコマンドがWaitのとき、エフェクトの終了待ちをする if (effectData.Wait == AdvEffectData.WaitType.Wait) { foreach (AdvEffectData effect in currentEffectList) { if (effect.IsCommandWaiting) { return true; } } } return false; }