Esempio n. 1
0
        /// <summary>
        ///     设置玩家位置
        ///     <para>只支持以阻塞形式调用</para>
        /// </summary>
        /// <param name="sceneName">场景名,为null或者为空则代表不改变场景</param>
        /// <param name="faceTo">面向位置</param>
        /// <param name="pos">新的位置</param>
        /// <returns>当前事件Id</returns>
        public int SetPlayerPos(string sceneName, Vector2Int pos, Actor.Face faceTo)
        {
            _actionList.Add(new ScriptAction("SetPlayerPos")
            {
                onStart = () =>
                {
                    SceneManager.sceneLoaded += (arg0, arg1) =>
                    {
                        GameMapManager.gameMapManager.Fader.FadeIn();
                        GameMapManager.gameMapManager.player.GridTransform.position = pos;
                        GameMapManager.gameMapManager.player.faceTo = faceTo;
                    };

                    GameMapManager.gameMapManager.Fader.FadeOut();
                },
                onUpdate = () =>
                {
                    if (GameMapManager.gameMapManager.Fader.IsFinished)
                    {
                        //移动到下一个
                        if (string.IsNullOrEmpty(sceneName))
                        {
                            GameMapManager.gameMapManager.Fader.FadeIn();
                            return(true);
                        }
                        ++_runPos;
                        GameMapManager.gameMapManager.SwitchToScene(sceneName);
                    }

                    return(false);
                }
            });
            return(_actionList.Count - 1);
        }
Esempio n. 2
0
 /// <summary>
 ///     改变面向方向
 /// </summary>
 /// <param name="actor">角色</param>
 /// <param name="face">面向</param>
 /// <returns>当前事件Id</returns>
 public int ChangeFaceTo(Actor actor, Actor.Face face)
 {
     _actionList.Add(new ScriptAction("ChangeFaceTo")
     {
         onStart = () => { actor.faceTo = face; }
     });
     return(_actionList.Count - 1);
 }