Esempio n. 1
0
            /// <summary>
            ///
            /// </summary>
            /// <param name="characterTransformer"></param>
            private void TranslateCharacter(CharacterTransformer characterTransformer)
            {
                CharacterTranslateNode translateNode = m_currentNode as CharacterTranslateNode;
                GameObject             character     = m_characterManager.TryGetCharacter(translateNode.GetCharacter());
                Vector2 position = new Vector2(translateNode.GetXPosition(), 0);

                if (translateNode.GetIsLerp())
                {
                    m_sceneManager.StartCoroutine(characterTransformer.LerpCharacterPosition(character, position, translateNode.GetLerpTime()));
                }
                else
                {
                    characterTransformer.SetCharacterPosition(character, position);
                }

                m_sceneManager.NextNode();
            }
Esempio n. 2
0
            /// <summary>
            ///
            /// </summary>
            /// <param name="character"></param>
            /// <param name="sprite"></param>
            /// <param name="xPosition"></param>
            /// <param name="fadeInTime"></param>
            /// <param name="waitForFinish"></param>
            /// <param name="nextNode"></param>
            /// <param name="isInvert"></param>
            public void EnterCharacter(Character character, Sprite sprite, float xPosition,
                                       float fadeInTime = 0.5f, bool nextNode = false, bool waitForFinish = false, bool isInvert = false)
            {
                // check to see if the character already exists in the scene
                if (TryGetCharacter(character) != null)
                {
                    Debug.LogWarning("DEVN: Do not attempt to enter two of the same characters.");

                    SceneManager sceneManager = SceneManager.GetInstance();
                    if (sceneManager != null && nextNode)
                    {
                        sceneManager.NextNode();
                    }
                    return;
                }

                // create new character and parent it to canvas
                GameObject characterObject = Object.Instantiate(m_characterPrefab, m_backgroundPanel);

                // invert if necessary
                if (isInvert)
                {
                    m_characterTransformer.SetCharacterScale(characterObject, new Vector2(-1, 1));
                }

                // set sprite
                SetSprite(characterObject, sprite);

                // set position
                m_characterTransformer.SetCharacterPosition(characterObject, new Vector2(xPosition, 0));

                // set character info
                Components.CharacterInfo characterInfo = characterObject.GetComponent <Components.CharacterInfo>();
                characterInfo.SetCharacter(character);

                m_characters.Add(characterObject);

                // perform fade-in
                m_characterComponent.StartCoroutine(FadeIn(characterObject, fadeInTime, nextNode, waitForFinish));
            }