void OnDisable() { DirectorGuy.UnregisterSelf(this); Commander.UnregisterActor(this, 0); Commander.UnregisterActor(this, 1); Commander.UnregisterActor(this, 2); }
public static void SetTime(float f) { f = Mathf.Clamp(f, 0f, 1f); int targetFrame = Mathf.FloorToInt(Mathf.Min(CommandHistory.Count - 1, f * CommandHistory.Count)); for (int i = currentFrame; i != targetFrame; i += 0) { if (i > targetFrame) { i--; DirectorGuy.ForceUpdate(-1f); for (int j = 0; j < CommandHistory[i].Count; j++) { UndoCommand(CommandHistory[i][j]); } } else if (i < targetFrame) { i++; DirectorGuy.ForceUpdate(1f); for (int j = 0; j < CommandHistory[i].Count; j++) { IssueCommand(CommandHistory[i][j]); } } currentFrame = i; } }
void OnEnable() { DirectorGuy.RegisterSelf(this); Commander.RegisterActor(this, 0); Commander.RegisterActor(this, 1); Commander.RegisterActor(this, 2); _camera = Camera.main; _startPosition = transform.position; }
void OnDisable() { DirectorGuy.UnregisterSelf(this); }
void OnEnable() { DirectorGuy.RegisterSelf(this); startPosition = transform.position; }