HandleEvent() public méthode

public HandleEvent ( GameObject in_gameObject ) : void
in_gameObject GameObject
Résultat void
 void Wwise_BillieJean()
 {
     if (BillieJean != null)
     {
         BillieJean.HandleEvent(gameObject);
     }
 }
Exemple #2
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 void Wwise_MuerteH()
 {
     if (MuerteH != null)
     {
         MuerteH.HandleEvent(gameObject);
     }
 }
 void Wwise_ExplosionP()
 {
     if (ExplosionP != null)
     {
         ExplosionP.HandleEvent(gameObject);
     }
 }
Exemple #4
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    }/*________Disparar_________*/

    // Audio Disparar matar
    void Wwise_DispararM()
    {
        if (DispararM != null)
        {
            DispararM.HandleEvent(gameObject);
        }
    }
Exemple #5
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 void Wwise_ImpactoBala()
 {
     if (ImpactoBala != null)
     {
         ImpactoBala.HandleEvent(gameObject);
     }
 }
Exemple #6
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 void Wwise_Pasos()
 {
     if (Pasos != null)
     {
         Pasos.HandleEvent(gameObject);
     }
 }
Exemple #7
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 public void play_Seleccionar()
 {
     if (audioSeleccionar != null)
     {
         audioSeleccionar.HandleEvent(gameObject);
     }
 }
Exemple #8
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 void Wwise_Billie()
 {
     if (Billie != null)
     {
         Billie.HandleEvent(gameObject);
     }
 }
 void Wwise_AtaqueH()
 {
     if (AtaqueH != null)
     {
         AtaqueH.HandleEvent(gameObject);
     }
 }
Exemple #10
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 void Wwise_MuerteC()
 {
     if (MuerteC != null)
     {
         MuerteC.HandleEvent(gameObject);
     }
 }
Exemple #11
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 void Wwise_CuracionH()
 {
     if (CuracionH != null)
     {
         CuracionH.HandleEvent(gameObject);
     }
 }
Exemple #12
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 void Wwise_CuracionC()
 {
     if (CuracionC != null)
     {
         CuracionC.HandleEvent(gameObject);
     }
 }
Exemple #13
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 void Wwise_AtaqueP()
 {
     if (AtaqueP != null)
     {
         AtaqueP.HandleEvent(gameObject);
     }
 }
Exemple #14
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 void Wwise_AtaqueC()
 {
     if (AtaqueC != null)
     {
         AtaqueC.HandleEvent(gameObject);
     }
 }
Exemple #15
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 // Audio Disparar Curar
 void Wwise_DispararC()
 {
     if (DispararC != null)
     {
         DispararC.HandleEvent(gameObject);
     }
 }
Exemple #16
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 void Wwise_DañoLeslie()
 {
     if (DañoLeslie != null)
     {
         DañoLeslie.HandleEvent(gameObject);
     }
 }
    public void OnCollisionEnter2D(Collision2D other)
    {
        if (other.gameObject.name == "PlayerGO")
        {
            GameManager.instance.MoodDamaged(1);
            thePlayerSprite.color = new Color(1, 0, 0, 1);
            damageCounter         = timeDamaged;
            GameManager.instance.arrowDownUI.SetActive(true);
            StartCoroutine(TurningOFFArrow());

            //Codigo para reproducir Audio de Claxon
            if (eventoClaxon != null)
            {
                eventoClaxon.HandleEvent(gameObject);
            }
        }
    }
Exemple #18
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    public void Activate(string effectName, Transform target)
    {
        Transform currentEffect = m_effectsList[effectName];

        if (effectName == "Grab")
        {
            currentEffect.SetParent(target, true);
        }

        currentEffect.position = target.position;
        currentEffect.GetComponent <ParticleSystem>().Play();

        AkEvent wwiseEvent = currentEffect.GetComponent <AkEvent>();

        if (wwiseEvent)
        {
            wwiseEvent.HandleEvent(currentEffect.gameObject);
        }
    }
Exemple #19
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 public void PlayUIAudio(string name)
 {
     AkSoundEngine.SetSwitch("UIAudioSwitch", name, uiAudioEvent.gameObject);
     uiAudioEvent.HandleEvent(uiAudioEvent.gameObject);
 }
Exemple #20
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 public virtual void PlayAudio(string name, string swtich)
 {
     AkSoundEngine.SetSwitch(name, swtich, soundObj);
     sound.HandleEvent(soundObj);
 }
        /// <summary>
        /// (Called by KinematicCharacterMotor during its update cycle)
        /// This is where you tell your character what its velocity should be right now.
        /// This is the ONLY place where you can set the character's velocity
        /// </summary>
        public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
        {
            switch (CurrentCharacterState)
            {
            case CharacterState.Default:
            {
                // Ground movement
                if (Motor.GroundingStatus.IsStableOnGround)
                {
                    float currentVelocityMagnitude = currentVelocity.magnitude;

                    Vector3 effectiveGroundNormal = Motor.GroundingStatus.GroundNormal;
                    if (currentVelocityMagnitude > 0f && Motor.GroundingStatus.SnappingPrevented)
                    {
                        // Take the normal from where we're coming from
                        Vector3 groundPointToCharacter = Motor.TransientPosition - Motor.GroundingStatus.GroundPoint;
                        if (Vector3.Dot(currentVelocity, groundPointToCharacter) >= 0f)
                        {
                            effectiveGroundNormal = Motor.GroundingStatus.OuterGroundNormal;
                        }
                        else
                        {
                            effectiveGroundNormal = Motor.GroundingStatus.InnerGroundNormal;
                        }
                    }

                    // Reorient velocity on slope
                    currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, effectiveGroundNormal) * currentVelocityMagnitude;

                    // Calculate target velocity
                    Vector3 inputRight             = Vector3.Cross(_moveInputVector, Motor.CharacterUp);
                    Vector3 reorientedInput        = Vector3.Cross(effectiveGroundNormal, inputRight).normalized *_moveInputVector.magnitude;
                    Vector3 targetMovementVelocity = reorientedInput * MaxStableMoveSpeed;

                    // Smooth movement Velocity
                    currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1f - Mathf.Exp(-StableMovementSharpness * deltaTime));

                    float dist = Vector3.Distance(currentVelocity, Vector3.zero);
                    if (dist > MinAudibleSpeed && FootstepSound != null)
                    {
                        FootstepSound.HandleEvent(gameObject);
                    }
                }
                // Air movement
                else
                {
                    // Add move input
                    if (_moveInputVector.sqrMagnitude > 0f)
                    {
                        Vector3 addedVelocity = _moveInputVector * AirAccelerationSpeed * deltaTime;

                        Vector3 currentVelocityOnInputsPlane = Vector3.ProjectOnPlane(currentVelocity, Motor.CharacterUp);

                        // Limit air velocity from inputs
                        if (currentVelocityOnInputsPlane.magnitude < MaxAirMoveSpeed)
                        {
                            // clamp addedVel to make total vel not exceed max vel on inputs plane
                            Vector3 newTotal = Vector3.ClampMagnitude(currentVelocityOnInputsPlane + addedVelocity, MaxAirMoveSpeed);
                            addedVelocity = newTotal - currentVelocityOnInputsPlane;
                        }
                        else
                        {
                            // Make sure added vel doesn't go in the direction of the already-exceeding velocity
                            if (Vector3.Dot(currentVelocityOnInputsPlane, addedVelocity) > 0f)
                            {
                                addedVelocity = Vector3.ProjectOnPlane(addedVelocity, currentVelocityOnInputsPlane.normalized);
                            }
                        }

                        // Prevent air-climbing sloped walls
                        if (Motor.GroundingStatus.FoundAnyGround)
                        {
                            if (Vector3.Dot(currentVelocity + addedVelocity, addedVelocity) > 0f)
                            {
                                Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized;
                                addedVelocity = Vector3.ProjectOnPlane(addedVelocity, perpenticularObstructionNormal);
                            }
                        }

                        // Apply added velocity
                        currentVelocity += addedVelocity;
                    }

                    // Gravity
                    currentVelocity += Gravity * deltaTime;

                    // Drag
                    currentVelocity *= (1f / (1f + (Drag * deltaTime)));
                }

                // Handle jumping
                _jumpedThisFrame         = false;
                _timeSinceJumpRequested += deltaTime;
                if (_jumpRequested)
                {
                    // See if we actually are allowed to jump
                    if (!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime))
                    {
                        // Calculate jump direction before ungrounding
                        Vector3 jumpDirection = Motor.CharacterUp;
                        if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround)
                        {
                            jumpDirection = Motor.GroundingStatus.GroundNormal;
                        }

                        // Makes the character skip ground probing/snapping on its next update.
                        // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see.
                        Motor.ForceUnground();

                        // Add to the return velocity and reset jump state
                        currentVelocity += (jumpDirection * JumpUpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp);
                        currentVelocity += (_moveInputVector * JumpScalableForwardSpeed);
                        _jumpRequested   = false;
                        _jumpConsumed    = true;
                        _jumpedThisFrame = true;

                        if (JumpSound != null)
                        {
                            JumpSound.HandleEvent(gameObject);
                        }
                    }
                }

                // Take into account additive velocity
                if (_internalVelocityAdd.sqrMagnitude > 0f)
                {
                    currentVelocity     += _internalVelocityAdd;
                    _internalVelocityAdd = Vector3.zero;
                }
                break;
            }
            }
        }