public void SetterExitOuter(StorySetter s) { oSetter = setter; setter = null; data.state.inStory = false; data.state.lastTimeStoryVisited = Time.time; }
public void SetterEnterOuter(StorySetter s) { oSetter = setter; setter = s; lastTimeStoryVisited = Time.time; inStory = true; }
public void SetStartToCurrentStory() { startSetter = currentSetter; setter = data.journey.setters[startSetter]; startStory = setter.currentStory; startPage = setter.stories[startStory].currentPage; }
public void ExitInner(StorySetter s) { //print("exiting the inner"); data.inputEvents.OnTap.RemoveListener(CheckForStart); data.inputEvents.OnEdgeSwipeLeft.RemoveListener(NextPage); data.inputEvents.OnEdgeSwipeRight.RemoveListener(PreviousPage); story.OnExitInner.Invoke(); DoFade(1); }
public void ExitOuter(StorySetter s) { DoFade(0); story.OnExitOuter.Invoke(); setter.perimeter.OnDoFade.RemoveListener(DoFade); /*for( int i = 0; i < localCycles.Length; i ++ ){ * localCycles[i].SpinDown(); * }*/ }
// Update is called once per frame void OnDrawGizmos() { if (debug) { for (int i = 0; i < journey.monoSetters.Length; i++) { StorySetter s = journey.monoSetters[i]; float inside = s.perimeter.innerRadius; float outside = s.perimeter.outerRadius; Vector3 p1; Vector3 p2; for (int j = 0; j < 20; j++) { float a1 = (float)j / 20; float a2 = (float)((j + 1) % 20) / 20; a1 *= 2 * Mathf.PI; a2 *= 2 * Mathf.PI; Vector3 o1 = new Vector3(Mathf.Sin(a1), 0, -Mathf.Cos(a1)); o1 *= outside; Vector3 o2 = new Vector3(Mathf.Sin(a2), 0, -Mathf.Cos(a2)); o2 *= outside; p1 = s.transform.position + o1; p2 = s.transform.position + o2; Gizmos.DrawLine(p1, p2); o1 = new Vector3(Mathf.Sin(a1), 0, -Mathf.Cos(a1)); o1 *= inside; o2 = new Vector3(Mathf.Sin(a2), 0, -Mathf.Cos(a2)); o2 *= inside; p1 = s.transform.position + o1; p2 = s.transform.position + o2; Gizmos.DrawLine(p1, p2); } } } }
// We will have already set the current story etc. here because we will always call: // enter outer THAN enter inner public void EnterInner(StorySetter s) { // print("entering inner of controller"); data.framer.Set(currentPage); // Making it so the colliders SetColliders(true); data.textParticles.Release();//.Set( CS.pages[CS.currentPageID] ); story.OnEnterInner.Invoke(); DoFade(1); story._Activate(false); currentPage._Activate(false); }
/* * * * _______ __ _ _______ _______ ______ _______ __ __ _______ __ _ _______ _______ | || | | || || || _ | | || | | || || | | || || | | ___|| |_| ||_ _|| ___|| | || | ___|| |_| || ___|| |_| ||_ _|| _____| | |___ | | | | | |___ | |_||_ | |___ | || |___ | | | | | |_____ | ___|| _ | | | | ___|| __ | | ___|| || ___|| _ | | | |_____ | | |___ | | | | | | | |___ | | | | | |___ | | | |___ | | | | | | _____| | |_______||_| |__| |___| |_______||___| |_| |_______| |___| |_______||_| |__| |___| |_______| | | | */ public void EnterOuter(StorySetter s) { // Set up all our fun stuff setter = s; story = s.CS; currentPageID = story.currentPage; pages = story.pages; currentPage = story.pages[currentPageID]; data.sceneCircle.Set(setter.perimeter); setter.perimeter.OnDoFade.AddListener(DoFade); DoFade(0); story.OnEnterOuter.Invoke(); data.inputEvents.OnTap.AddListener(CheckForStart); data.inputEvents.OnEdgeSwipeLeft.AddListener(NextPage); data.inputEvents.OnEdgeSwipeRight.AddListener(PreviousPage); }
public void UnsetSetter() { oSetter = setter; setter = null; }
public void SetSetter(StorySetter s) { oSetter = setter; setter = s; }
public void SetterExitInner(StorySetter s) { }
public void SetterEnterInner(StorySetter s) { }
public override void OnLive() { data.book.CloseBook(); //public string if (startInStory || startInPages) { // Set our setter to the correct ID currentSetter = startSetter; // debug if (startSetter > data.journey.setters.Length) { print("starting setter greater than total Setters"); } // Get our actual setter setter = data.journey.setters[startSetter]; // Set our player Position data.player.position = data.journey.setters[currentSetter].transform.position; // Set our terrain position to teh correct position data.terrainTap.SetTransform(data.journey.setters[currentSetter].transform); // As long as we are starting correctly if (startStory >= 0) { if (setter.stories[startStory] != null) { // Get our actual story story = setter.stories[startStory]; // Set our state to our current story SetStoryState(story); // Enter our perimeter to toggle everything correctly setter.perimeter.EnterOuter(); setter.perimeter.EnterInner(); } else { Debug.Log("NO SUB STORY!!!"); } } //data.journey.setters[data.journey.currentSetter]. } else { if (startWithStoryState) { // Set our setter to the correct ID currentSetter = startSetter; // debug if (startSetter > data.journey.setters.Length) { print("starting setter greater than total Setters"); } // Get our actual setter setter = data.journey.setters[startSetter]; print("Setting story info"); // Get our actual story story = setter.stories[startStory]; // Set our state to our current story SetStoryState(story); } } inStory = startInStory; inPages = startInPages; if (hasFallen) { //print("HAS FALLEN"); data.playerControls.animator.SetBool("FallAsleep", false); data.playerControls.animator.SetBool("Falling", false); data.playerControls.animator.SetBool("GetUp", true); data.playerControls.animator.Play("Grounded"); storiesVisited.Add(data.journey.setters[0]); } else { //data.playerControls.Fall(); } //data.journey.inStory = startInStory; if (startInStory && !startInPages) { data.cameraControls.SetFollowTarget(); } if (startInPages) { // print( data.journey.controller.currentPage ); // data.journey.controller data.journey.controller.currentPageID = startPage; data.journey.controller.currentPage = data.journey.controller.CP; data.journey.controller.SetAllEvents(); firstStory = true; data.journey.controller.StartStory(); if (startPage != 0) { data.framer.Set(data.journey.controller.currentPage); } } else { data.journey.controller.started = false; // IF we have any old things playing, stop them playing now! for (int i = 0; i < data.journey.setters.Length; i++) { if (data.journey.setters[i].audio.playing) { data.journey.setters[i].audio.Exit(); } } // Fade in the global sound! data.sound.globalLooper.FadeIn(); } firstStory = false; if (DOFULL) { if (startInBook) { //print("open books"); data.book.OpenBook(); } if (hasPickedUpBook) { PickUpBook(); } else { PutDownBook(); } if (!monolithParticlesEmitting) { DisconnectMonolith(whichMonolithEmitting); } else { ConnectMonolith(whichMonolithEmitting); } } /* if( startInBookPages ){ * data.book.OpenStory(data.book.currentSetter); * }*/ OnLiveEvent.Invoke(); }
public void NoCurrentStory(StorySetter setter) { print("NO CURRENT STORY: " + setter.gameObject); }
public void SetterExitInner(StorySetter s) { data.state.lastTimeStoryVisited = Time.time; data.state.inStory = false; }
public void SetterExitOuter(StorySetter s) { oSetter = setter; setter = null; }