protected virtual void OnDisable() { CameraHandler.RemoveMapRotationListener(OnMapRotationChanged); DestroyAttachedEffects(); if (null != m_playableDirector) { TimelineContextUtility.ClearFightContext(m_playableDirector); m_playableDirector.Stop(); m_playableDirector.set_playableAsset(null); } if (m_animationCallback != null) { m_animationCallback.Release(); m_animationCallback = null; } ReleaseAnimator(); AnimatedCharacterData animatedCharacterData = GetAnimatedCharacterData(); if (null != animatedCharacterData) { animatedCharacterData.UnloadTimelineResources(); ClearAnimatedCharacterData(); AssetManager.UnloadAssetBundle(AssetBundlesUtility.GetAnimatedCharacterDataBundle(m_animatedCharacterDataBundleCategory)); m_animatedCharacterDataBundleCategory = BundleCategory.None; } if (m_activeCharacterDataBundleCategory != 0) { AssetManager.UnloadAssetBundle(AssetBundlesUtility.GetAnimatedCharacterDataBundle(m_activeCharacterDataBundleCategory)); m_activeCharacterDataBundleCategory = BundleCategory.None; } }
public static PlayableDirector CreateTimelineAssetEffectInstance([NotNull] TimelineAsset timelineAsset, [NotNull] Transform parent, Quaternion rotation, Vector3 scale, [CanBeNull] FightContext fightContext, [CanBeNull] ITimelineContextProvider contextProvider) { //IL_0038: Unknown result type (might be due to invalid IL or missing references) //IL_003d: Unknown result type (might be due to invalid IL or missing references) //IL_004a: Unknown result type (might be due to invalid IL or missing references) //IL_004f: Unknown result type (might be due to invalid IL or missing references) //IL_0052: Unknown result type (might be due to invalid IL or missing references) //IL_005e: Unknown result type (might be due to invalid IL or missing references) if (null == timelineAsset) { throw new NullReferenceException(); } if (null == s_instance) { Log.Error("CreateTimelineAssetEffectInstance called while the factory is not ready.", 412, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\Fight\\FightObjectFactory.cs"); return(null); } GameObject obj = s_timelineAssetEffectPool.Instantiate(parent.get_position(), rotation, parent); Vector3 localScale = obj.get_transform().get_localScale(); localScale.Scale(scale); obj.get_transform().set_localScale(localScale); PlayableDirector component = obj.GetComponent <PlayableDirector>(); if (null != fightContext) { TimelineContextUtility.SetFightContext(component, fightContext); } if (contextProvider != null) { TimelineContextUtility.SetContextProvider(component, contextProvider); } component.Play(timelineAsset, 2); return(component); }
public void Initialize(FightStatus fightStatus, PlayerStatus ownerStatus, CharacterStatus characterStatus) { base.Initialize(fightStatus, ownerStatus, characterStatus); base.life = characterStatus.life; actionValue = characterStatus.actionValue; base.armor = characterStatus.armor; base.baseLife = characterStatus.baseLife; actionType = characterStatus.actionType; hasRange = characterStatus.hasRange; movementPoints = characterStatus.movementPoints; baseMovementPoints = characterStatus.movementPoints; physicalDamageBoost = characterStatus.physicalDamageBoost; physicalHealBoost = characterStatus.physicalHealBoost; m_context.SetParameterValue("life", base.life); TimelineContextUtility.SetFightContext(m_playableDirector, fightStatus.context); m_base.InitializeState(fightStatus, characterStatus, ownerStatus); m_lifeUI.set_enabled(false); m_lifeUI.Setup(characterStatus.life); m_lifeUI.SetValues(characterStatus.life, characterStatus.armor); m_actionUI.set_enabled(false); m_actionUI.Setup(characterStatus.actionType, characterStatus.hasRange); if (actionValue.HasValue) { m_actionUI.SetValue(actionValue.Value); } m_elementaryStateUI.Setup(); }
protected override void OnEnable() { base.OnEnable(); InitializeAnimator(); m_playableDirector.set_playableAsset(null); m_playableDirector.set_extrapolationMode(0); TimelineContextUtility.SetContextProvider(m_playableDirector, this); CameraHandler.AddMapRotationListener(OnMapRotationChanged); }
public void Initialize(FightStatus fightStatus, PlayerStatus ownerStatus, ObjectMechanismStatus objectMechanismStatus) { base.Initialize(fightStatus, ownerStatus, objectMechanismStatus); base.life = objectMechanismStatus.life; base.baseLife = objectMechanismStatus.baseLife; TimelineContextUtility.SetFightContext(m_playableDirector, fightStatus.context); m_lifeUI.set_enabled(false); m_lifeUI.SetValue(objectMechanismStatus.life); }
public static void DestroyTimelineAssetEffectInstance(PlayableDirector instance, bool clearFightContext) { if (clearFightContext) { TimelineContextUtility.ClearFightContext(instance); } TimelineContextUtility.ClearContextProvider(instance); instance.set_playableAsset(null); if (null != s_instance) { s_timelineAssetEffectPool.Release(instance.get_gameObject()); } else { Object.Destroy(instance.get_gameObject()); } }
public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { //IL_000d: Unknown result type (might be due to invalid IL or missing references) //IL_0031: Unknown result type (might be due to invalid IL or missing references) //IL_0037: Unknown result type (might be due to invalid IL or missing references) //IL_005e: Unknown result type (might be due to invalid IL or missing references) //IL_0061: Unknown result type (might be due to invalid IL or missing references) //IL_0066: Unknown result type (might be due to invalid IL or missing references) if (string.IsNullOrEmpty(m_eventGuid)) { return(Playable.get_Null()); } Guid guid = Guid.ParseExact(m_eventGuid, "N"); if (guid == Guid.Empty) { return(Playable.get_Null()); } AudioContext context = TimelineContextUtility.GetContext <AudioContext>(graph); AudioEventPlayableBehaviour audioEventPlayableBehaviour = new AudioEventPlayableBehaviour(guid, m_stopMode, m_volume, m_parameters, context, owner.get_transform()); return(ScriptPlayable <AudioEventPlayableBehaviour> .op_Implicit(ScriptPlayable <AudioEventPlayableBehaviour> .Create(graph, audioEventPlayableBehaviour, 0))); }
public void Initialize(FightStatus fightStatus, PlayerStatus ownerStatus, FloorMechanismStatus floorMechanismStatus) { m_tooltipValueProvider = new DynamicFightValueProvider(floorMechanismStatus, floorMechanismStatus.level); TimelineContextUtility.SetFightContext(m_playableDirector, fightStatus.context); m_base.Setup(ownerStatus.playerType); }