public void EnterStage(string pose, StageDistance distance, StagePosition facing, bool Skip) { Start(); // just incase this gets called before start, somehow; visual.sprite = GetPose(pose); ChangeDistance(distance); ChangeFacing(facing); var awhite = Color.white; awhite.a = 0; if (Skip) { visual.color = Color.white; BackSprite.color = awhite; } else { Entering = true; visual.color = awhite; BackSprite.color = awhite; //visual.gameObject.DispatchEvent(Events.Fade, new FadeEvent(Color.white, SpriteSwitchSpeed)); } }
public CastDirectionEvent(string person, string pose = "", StageDistance Dis = StageDistance.Center, StagePosition Pos = StagePosition.Center, StagePosition face = StagePosition.Right) { character = person; Pose = pose; Direction = Pos; Distance = Dis; FacingDirection = face; }
public CastDirectionEvent(string person, string calls) { character = person; Pose = "None"; string[] directions = calls.Split(','); foreach (string call in directions) { //MonoBehaviour.print(call); var calling = call.Replace(" ", ""); switch (calling.ToLower()) { case "exit": Exiting = true; break; case "left": FacingDirection = StagePosition.Left; break; case "right": FacingDirection = StagePosition.Right; break; case "close": Distance = StageDistance.Close; break; case "medium": Distance = StageDistance.Center; break; case "far": Distance = StageDistance.Far; break; case "stage_right": Direction = StagePosition.Right; break; case "stage_left": Direction = StagePosition.Left; break; case "stage_center": Direction = StagePosition.Center; break; default: Pose = calling; break; } } }
public CharacterIntermission(CharacterIntermission copy_) { chara = copy_.chara; Dir = copy_.Dir; face = copy_.face; Dis = copy_.Dis; PosX = copy_.PosX; PosY = copy_.PosY; Name = copy_.Name; }
public void ChangeDistance(StageDistance distance) { if (distance == StageDistance.None) { return; } Distance = distance; float scale = Distances[(int)distance].Scale; transform.localScale = new Vector3(scale, scale, scale); transform.position = new Vector3(transform.position.x, Distances[(int)distance].Offset, transform.position.z); }