Exemple #1
0
    void ProcessGameEvent(GameEvent gameEvent)
    {
        switch (gameEvent.type)
        {
        case GameEventType.LevelPause:
            PauseGame();
            break;

        case GameEventType.ResumeLevel:
            ResumeGame();
            break;

        //GameDialogue object display dialogue text by dialog id.
        case GameEventType.ShowGameDialogue:
            this.gameDialogueObject.OnGameEvent(gameEvent);
            break;

        case GameEventType.WhiteInScenarioCamera:
        case GameEventType.WhiteOutScenarioCamera:
        case GameEventType.TimeScaleOn:
        case GameEventType.TimeScaleOff:
        case GameEventType.ScenarioCameraOff:
        case GameEventType.ScenarioCameraOn:
        case GameEventType.PlayerCameraOn:
        case GameEventType.PlayerCameraOff:
        case GameEventType.PlayerCameraAudioListenerOff:
        case GameEventType.PlayerCameraAudioListenerOn:
        case GameEventType.ScenarioCameraAudioListenerOn:
        case GameEventType.ScenarioCameraAudioListenerOff:
        case GameEventType.StartDocking:
        case GameEventType.StartDockingOnRuntimeTarget:
        case GameEventType.PlayerCameraSlowMotionOnFixedPoint:
        case GameEventType.PlayerCameraSlowMotionOnTransform:
        case GameEventType.PlayerCameraSlowMotionOnPredefinedViewPointAndLookOnFixedPoint:
        case GameEventType.PlayerCameraSlowMotionOnPredefinedViewPointAndLookOnTransform:
        case GameEventType.ShiftToPlayerMode:
        case GameEventType.ShiftToScenarioMode:
            this.scenarioControlObject.OnGameEvent(gameEvent);
            break;

        case GameEventType.ApplyTopdownCameraParameter:
        case GameEventType.ResetTopdownCameraParameter:
            playerRuntimeCameraConfig.OnGameEvent(gameEvent);
            break;

        case GameEventType.PlayerSetToActive:
            player.SetActive(true);
            break;

        case GameEventType.PlayerSetToInactive:
            player.SetActive(false);
            break;

        case GameEventType.PlayerControlOn:
        case GameEventType.PlayerControlOff:
        case GameEventType.WhiteInPlayerCamera:
        case GameEventType.WhiteOutPlayerCamera:
            player.transform.root.BroadcastMessage("OnGameEvent", gameEvent, SendMessageOptions.DontRequireReceiver);
            break;

        case GameEventType.NPCPutToGround:
            Util.PutToGround(gameEvent.receiver.transform, this.GroundLayer, 0.1f);
            break;

        case GameEventType.NPCPlayAnimation:
            gameEvent.receiver.animation.Rewind(gameEvent.StringParameter);
            gameEvent.receiver.animation.Play(gameEvent.StringParameter);
            break;

        case GameEventType.NPCPlayQueueAnimation:
            foreach (string ani in gameEvent.StringParameter.Split(new char[] { ';' }))
            {
                gameEvent.receiver.animation.CrossFadeQueued(ani);
            }
            break;

        case GameEventType.NPCFaceToPlayer:
            gameEvent.receiver.transform.LookAt(new Vector3(player.transform.position.x, gameEvent.receiver.transform.position.y, player.transform.position.z));
            break;

        case GameEventType.NPCStopPlayingAnimation:
            gameEvent.receiver.animation.Stop(gameEvent.StringParameter);
            break;

        case GameEventType.NPCStartAI:
        case GameEventType.NPCStartDefaultAI:
            gameEvent.receiver.SendMessage("OnGameEvent", gameEvent);
            break;

        case GameEventType.DeactivateGameObject:
            Util.DeactivateRecurrsive(gameEvent.receiver);
//			gameEvent.receiver.SetActive(false);
            break;

        case GameEventType.DestroyGameObject:
            Destroy(gameEvent.receiver, gameEvent.FloatParameter);
            break;

        case GameEventType.ActivateGameObject:
            Util.ActivateRecurrsive(gameEvent.receiver);
//			gameEvent.receiver.SetActive(true);
            break;

        case GameEventType.ActivateGameObjectIgnoreChildren:
            gameEvent.receiver.SetActive(true);
            break;

        case GameEventType.DeactivateGameObjectIgnoreChildren:
            gameEvent.receiver.SetActive(false);
            break;

        case GameEventType.SpecifiedSpawn:
            gameEvent.receiver.SendMessage("OnGameEvent", gameEvent);
            break;

        case GameEventType.InvokeMethod:
            //in case the receiver is destroyed in runtime.
            if (gameEvent.receiver == null)
            {
                break;
            }
            else
            {
                if (gameEvent.parameterType == ParameterType.None)
                {
                    gameEvent.receiver.SendMessage(gameEvent.CustomMessage);
                }
                else if (gameEvent.parameterType == ParameterType.Int)
                {
                    gameEvent.receiver.SendMessage(gameEvent.CustomMessage, gameEvent.IntParameter);
                }
                else if (gameEvent.parameterType == ParameterType.Float)
                {
                    gameEvent.receiver.SendMessage(gameEvent.CustomMessage, gameEvent.FloatParameter);
                }
                else if (gameEvent.parameterType == ParameterType.String)
                {
                    gameEvent.receiver.SendMessage(gameEvent.CustomMessage, gameEvent.StringParameter);
                }
                else if (gameEvent.parameterType == ParameterType.Bool)
                {
                    gameEvent.receiver.SendMessage(gameEvent.CustomMessage, gameEvent.BoolParameter);
                }
                break;
            }

        case GameEventType.SetLanguage:
            SystemLanguage systemlanguage = (SystemLanguage)System.Enum.Parse(typeof(SystemLanguage), gameEvent.StringParameter);
            if (Persistence.GetPlayerLanguage() != systemlanguage)
            {
                Persistence.SetPlayerLanguage(systemlanguage);
                Debug.Log("Change language:" + systemlanguage);
            }
            break;

        case GameEventType.SetQuality:
            Persistence.SetPlayerQualityLevel(gameEvent.IntParameter);
            break;

        case GameEventType.LoadLevel:
            LoadLevel(gameEvent);
            break;

        case GameEventType.LoadNextLevel:
            LoadNextLevel();
            break;

        case GameEventType.ContinueLastCheckPoint:
            ContinueLastCheckpoint();
            break;

        case GameEventType.ReloadLevelWithCheckpoint:
            //Reload the current level with checkpoint
            ReloadCurrentLevel(true);
            break;

        case GameEventType.ReloadLevel:
            //Reload the current level
            ReloadCurrentLevel(false);
            break;

        case GameEventType.Mute:
            Persistence.Mute();
            break;

        case GameEventType.UnMute:
            Persistence.Unmute();
            break;

        case GameEventType.ForceToPhysicsCharacter:
            gameEvent.receiver.SendMessage("OnGameEvent", gameEvent);
            break;

        case GameEventType.PlayBackgroundMusic:
        case GameEventType.StopBackgroundMusic:
            backGroundMusicPlayer.OnGameEvent(gameEvent);
            break;

        case GameEventType.SaveCheckPoint:
            checkPointManager.CheckPointReach(gameEvent.StringParameter);
            break;

        case GameEventType.AttachObjectToSpecifiedParent:
            gameEvent.receiver.transform.parent = gameEvent.GameObjectParameter.transform;
            break;

        case GameEventType.DetachObjectFromParent:
            gameEvent.receiver.transform.parent = null;
            break;

        case GameEventType.SetPlayerControlDirectionPivot:
            this.ControlDirectionPivot = gameEvent.GameObjectParameter.transform;
            break;

        case GameEventType.AlignObjectToSpecifiedParent:
            gameEvent.receiver.transform.position = gameEvent.GameObjectParameter.transform.position;
            gameEvent.receiver.transform.rotation = gameEvent.GameObjectParameter.transform.rotation;
            break;

        case GameEventType.ActivateAllScriptsInObject:
            Util.ActivateMonoRecurrsive(gameEvent.receiver);
            break;

        case GameEventType.ActivateScriptByName:
            Util.ActivateMonobehaviorByName(gameEvent.receiver, gameEvent.StringParameter);
            break;
        }
    }