Exemple #1
0
 void InstantiateSequenceView(GameObject go, SetSequences sequence)
 {
     for (int i = 0; i < sequence.data.level; i++)
     {
         SequenceUI _sequenceUI = Instantiate(sequenceUI, go.transform);
         foreach (var input in sequence.commands[i].data.inputDatas)
         {
             Image inputImage = Instantiate(IconPrefab, _sequenceUI.inputList);
             if (go == key)
             {
                 inputImage.sprite = input.keySprite;
             }
             else if (go == xBox)
             {
                 inputImage.sprite = input.XboxSprite;
             }
             else if (go == play)
             {
                 inputImage.sprite = input.PSSprite;
             }
         }
         _sequenceUI.Init(sequence.commands[i]);
     }
     SequenceUI _sequenceUIEmpty = Instantiate(sequenceUI, go.transform);
 }
 void StartSequence(SetSequences s)
 {
     if (sequenceStarted == false)
     {
         sequenceStarted = true;
     }
     currentSequencesSet.Add(s);
 }
 void ExecuteSequence()
 {
     if (executedSequence != null)
     {
         if (currentSequencesSet.Contains(executedSequence))
         {
             executedSequence.Execute();
             StopCoroutine(executedSequence.cooldownCorutine);
             executedSequence.RestartCooldownCorutine();
             StartCoroutine(executedSequence.cooldownCorutine);
             executedSequence = null;
         }
     }
     ResetSequences();
 }
    private void Awake()
    {
        rb = GetComponent <Rigidbody>();

        sequences            = new List <SetSequences>();
        currentSequencesSet  = new List <SetSequences>();
        currentInputSequence = new List <InputData>();
        sequencesToRemove    = new List <SetSequences>();
        foreach (var sequenceData in playerData.sequences)
        {
            SetSequences sequence = new SetSequences(sequenceData, this, this);
            sequence.onStartSequence    += StartSequence;
            sequence.onCompletedSection += OnCorrectSequence;
            foreach (var section in sequence.commands)
            {
                section.onCorrectInput += OnCorrectInput;
            }
            sequences.Add(sequence);
        }
    }
 void OnCorrectSequence(SetSequences s)
 {
     executedSequence = s;
 }