public void Update(CharacterProperty target) { if (mState == EffectState.INACTIVE) { mState = EffectState.ACTIVE; mStartTime = Time.time; OnActive(target); } if (mState == EffectState.ACTIVE) { if ((Time.time - mStartTime) <= mDuration) { Execute(target); } else { mState = EffectState.TIMEOUT; } } if (mState == EffectState.TIMEOUT) { OnTimeout(target); mState = EffectState.FINISHED; } if (mState == EffectState.CANCELED) { OnCanceled(target); mState = EffectState.FINISHED; } }
public void StartEffect_PowerSkid(ParticleSystemRoss.EffectInfo info) { Particle.ParticleInfo pInfo = new Particle.ParticleInfo(); pInfo.type = ParticleType.kParticle_PowerSkid; pInfo.hasGravity = false; pInfo.isAnimated = true; pInfo.numAnimFrames = 5; pInfo.rotationStart = info.rotation; pInfo.velocity = Utilities.CGPointMake(info.velocity.x, info.velocity.y); for (int i = 0; i < 5; i++) { pInfo.texture[i] = (ParticleSystemRoss.Instance()).GetTexture(ParticleTextureType.kParticleTexture_PowerSkidDustPuff1 + i); } pInfo.timeBetweenAnimFrames[0] = 0.04f; pInfo.timeBetweenAnimFrames[1] = 0.04f; pInfo.timeBetweenAnimFrames[2] = 0.07f; pInfo.timeBetweenAnimFrames[3] = 0.09f; pInfo.timeBetweenAnimFrames[4] = 0.11f; pInfo.startPosition = info.startPosition; pInfo.alphaStart = 0.5f; pInfo.scaleStart = 1; pInfo.scaleSpeed = 0.01f; Particle particle = (ParticleSystemRoss.Instance()).GetNextFreeParticleP1(ParticleList.t_BeforePlayer, "powerskid"); if (particle != null) { particle.Launch_AnimatedParticle(pInfo); } state = EffectState.e_Inactive; }
public void Initialize(Action completedAction) { ms_Instance = this; m_InitializeCompletedAction = completedAction; m_EffectStates = new EffectState[(int)VFXConfig.VFXType.Count]; for (int iEffect = 0; iEffect < m_EffectStates.Length; iEffect++) { EffectState iterEffectState = new EffectState(); iterEffectState.InstantiateCount = 0; iterEffectState.InstantiatePool = new Stack <VFXEffectInstance>(); iterEffectState.PopCompletedActions = new Queue <Action <VFXEffectInstance> >(); m_EffectStates[iEffect] = iterEffectState; } m_AssetHelper = new VFXAddressableEffectHelper(); m_AssetHelper.Initialize(); if (VFXConstants.PRELOAD_ALL_EFFECTS) { m_InitializingEffectCount = m_EffectStates.Length; for (int iEffect = 0; iEffect < m_EffectStates.Length; iEffect++) { LoadEffectAsync((VFXConfig.VFXType)iEffect, OnInitializedEffect); } } else { #pragma warning disable 0162 m_InitializeCompletedAction?.Invoke(); #pragma warning restore 0162 } }
protected override void Initialize() { Registry = new ServiceRegistry(); Registry.Register(m_SpriteBatch = new SpriteBatchExtended(this)); m_SpriteBatch.Initialize(); Registry.Register(m_InputManager = new InputManager(Window.Handle)); m_InputProvider = new InputProvider(m_InputManager); m_DisplayProvider = new DisplayProvider(m_SpriteBatch); m_Emulator = new Emulator(); m_Emulator.Initialize(m_DisplayProvider, m_InputProvider); m_Curses = new Curses(GraphicsDevice, c_ConsoleWidth, c_ConsoleHeight, c_CursesFont, true); m_Effect = new EffectState(m_SpriteBatch.LoadEffectContent("BasicEffect"), SamplerState.PointClamp); m_EffectCRT = new EffectState(m_SpriteBatch.LoadEffectContent("CRTEffect"), SamplerState.AnisotropicClamp); m_Graphics.PreferredBackBufferWidth = c_WindowW * 2; m_Graphics.PreferredBackBufferHeight = c_WindowH; m_Graphics.IsFullScreen = false; m_Graphics.ApplyChanges(); IsMouseVisible = true; base.Initialize(); SystemFunctions.SetFocus(Window.Handle); }
public void Update(GameTime gameTime) { if (_listMessage.Count == 0) { State = EffectState.READY; return; } if (State == EffectState.READY) { _showingEffect.Reset(_listMessage[0]); _currentTime = TimeSpan.Zero; State = EffectState.SHOWING; } else if (State == EffectState.SHOWED) { if (_currentTime > _timeDelay) { _hidingEffect.Reset(_listMessage[0]); State = EffectState.HIDING; } else _currentTime += gameTime.ElapsedGameTime; } else if (State == EffectState.HIDED) { _listMessage.RemoveAt(0); State = EffectState.READY; } else if (State == EffectState.SHOWING) { _showingEffect.Update(gameTime); } else if (State == EffectState.HIDING) { _hidingEffect.Update(gameTime); } }
public MessageCenter(Game game) { _game = game; _state = EffectState.READY; _showingEffect = new ShowingEffect(this); _hidingEffect = new HidingEffect(this); }
public void StartEffect_DustCloudTrailWithoutPlayer(ParticleSystemRoss.EffectInfo inInfo) { Particle particle = (ParticleSystemRoss.Instance()).GetNextFreeParticleP1(ParticleList.t_BeforePlayer, "dust cloud trail wo pla"); if (particle != null) { Particle.ParticleInfo info = new Particle.ParticleInfo(); info.isAdditive = false; info.type = ParticleType.kParticle_Generic; info.texture[0] = null; info.startPosition = inInfo.startPosition; info.velocity = inInfo.velocity; info.rotationSpeed = 0.2f; info.alphaStart = 0.75f; info.alphaSpeed = 0.02f; info.scaleSpeed = -0.05f;//Globals.g_world.GetRotationScaleForShorts(-1.0f); info.scaleStart = 1.0f; particle.Launch_SingleParticle(info); particle.SetAtlasAndSubTextureId(Globals.g_world.GetAtlas(AtlasType.kAtlas_ParticlesScene), 0); particle.SetRotationScale(Globals.g_world.GetRotationScaleForShorts(45.1f)); if (Globals.deviceIPad) { float rotScale = (Globals.g_world.GetAtlas(AtlasType.kAtlas_ParticlesScene)).GetSubTextureRotationScale(particle.subTextureId); particle.SetRotationScale(rotScale); } particle.SetIsAdditive(false); } state = EffectState.e_Inactive; }
public void Stop() { if (effectState == EffectState.PLAYING) { effectState = EffectState.STOPPED; if (audioSource != null) { audioSource.Stop(); } if (lightGlow != null && !loop) { lightGlow.Stop(); } foreach (ParticleSystem particleSystem in particleSystems) { if (particleSystem != null) { particleSystem.Stop(); } } //cameraShake.Stop(); //TODO: implement Stop for camera shake } }
//------------------------------------------------------------ // Effect Action void Fadein() { FilterUpdate(-ElapsedTime()); if (_screenAlpha <= 0f) { state = EffectState.Update; } }
private void Idle() { if (Time.time - _timer >= timeWait) { curState = EffectState.MoveTopLeft; _transform.parent = null; } }
public HoldEffectBinding(PlaybackContext playbackContext, ObjectReference attachedObject) : base(playbackContext) { AttachedObject = attachedObject; CreateEffect(playbackContext.Playback.Beatmap.GetEffectSettings(Hold.EffectType)); // Apply object parameters to hold note effect EffectState.ApplyObjectParameters(attachedObject); }
public MessageCenter(Game game) : base(game) { _game = game; _state = EffectState.READY; _showingEffect = new ShowingEffect(this); _hidingEffect = new HidingEffect(this); _messageFont = SCSServices.Instance.ResourceManager.GetResource<SpriteFont>("Fonts/StatusFont"); }
private Point3DCollection DoSlide(EffectState direction, double progress) { double slideT = (direction == EffectState.SlideDown) ? (progress - 0.5) * 2 : 1.0 - (progress * 2); return(_bezierFiller.FillMesh(HorizontalPoints, VerticalPoints, slideT)); }
/// <summary> /// 効果の除去 /// </summary> /// <param name="_effect">効果の情報</param> public void RemoveState(EffectState _effect) { for (int i = 0; i < BuffEffects.Count; i++) { if (BuffEffects[i].EffectState == _effect) { RemoveState(i--); } } }
//------------------------------------------------------------ // public method /// <summary> 自動シーケンスによるフェードアウト開始 </summary> public void FadeStart(UnityAction action, float time) { if (IsFadeTime()) { return; } state = EffectState.FadeOut; _fadeTime = time; _sequenceAction = action; }
//------------------------------------------------------------ // Behaviour protected override void Awake() { base.Awake(); state = EffectState.FadeIn; _screenAlpha = 1f; _sequence = new Dictionary <EffectState, Action>(); _sequence.Add(EffectState.FadeIn, Fadein); _sequence.Add(EffectState.FadeOut, FadeOut); }
private void MoveTopLeft() { if (Vector3.Distance(EndPos, _transform.position) > 0.01f) { _transform.position = Vector3.Lerp(_transform.position, EndPos, Time.deltaTime * velocity); } else { curState = EffectState.End; } }
// occurs when the effect was run to completion private void _rootClockCompleted(object sender, EventArgs e) { State = EffectState.Completed; _finishEffect_stage1(); }
// occurs when the effect was stopped before completion private void _rootClockStateChanged(object sender, EventArgs e) { if (_rootClock.CurrentState == ClockState.Stopped) { State = EffectState.Stopped; _finishEffect_stage1(); } }
public void UpdateTime(int timeP) { if (EffectState == EffectState.Applied) { EffectState = EffectState.Updated; return; } if (EffectInfo.Duration == -1) // One-Tact effect { EffectState = EffectState.Expired; return; } else if (pr_Duration < timeP) { EffectState = EffectState.Expired; } else pr_Duration -= timeP; }
private Point3DCollection DoSpread(EffectState direction, double progress) { double spreadT = (direction == EffectState.SpreadCompress) ? progress*2 : 1.0 - ((progress - 0.5)*2); // Set Left spread positions _bezierFiller.LeftPoint1 = EvaluateSpreadPosition(0, 0, LeftPoint1, spreadT); _bezierFiller.LeftPoint2 = EvaluateSpreadPosition(0, 0.333, LeftPoint2, spreadT); _bezierFiller.LeftPoint3 = EvaluateSpreadPosition(0, 0.667, LeftPoint3, spreadT); _bezierFiller.LeftPoint4 = EvaluateSpreadPosition(0, 1, LeftPoint4, spreadT); // Set Right spread positions _bezierFiller.RightPoint1 = EvaluateSpreadPosition(1, 0, RightPoint1, spreadT); _bezierFiller.RightPoint2 = EvaluateSpreadPosition(1, 0.333, RightPoint2, spreadT); _bezierFiller.RightPoint3 = EvaluateSpreadPosition(1, 0.667, RightPoint3, spreadT); _bezierFiller.RightPoint4 = EvaluateSpreadPosition(1, 1, RightPoint4, spreadT); // Configure mesh return _bezierFiller.FillMesh(HorizontalPoints, VerticalPoints, 0); }
private Point3DCollection DoSlide(EffectState direction, double progress) { double slideT = (direction == EffectState.SlideDown) ? (progress - 0.5)*2 : 1.0 - (progress*2); return _bezierFiller.FillMesh(HorizontalPoints, VerticalPoints, slideT); }
/// <summary> /// Legt den Status des Effekts fest. /// </summary> /// <param name="state"></param> public void SetEffect(EffectState state) { Win32Api.DwmIsCompositionEnabled(ref aeroSupported); if (!aeroSupported) { throw new NotSupportedException("Aero not supported from this Windows version."); return; } switch (state) { case EffectState.Active: this.BackColor = Color.Black; glassEnabled = true; break; case EffectState.Inactive: this.BackColor = noAeroBackColor; glassEnabled = false; break; } this.Refresh(); }
protected virtual void Awake() { rigidBody = GetComponent<Rigidbody>() as Rigidbody; navMeshAgent = GetComponent<NavMeshAgent> () as NavMeshAgent; willRendered = GetComponent<WillRendered> () as WillRendered; Skeleton = GetComponent<SkeletonRenderer> () as SkeletonRenderer; Render = GetComponent<Renderer> () as Renderer; EState = EffectState.DEFAULT; _gm = GM.Create(); _flip = -1; isAttack = false; isGrounded = true; _maxHP = hp;//@todo if (!IsPlayer ()) { navMeshAgent.updateRotation = updateRotation; navMeshAgent.enabled = false; } }
public Effect(EffectType effectType, EffectState effectState, float x1, float y1) { this.effectType = effectType; this.effectState = effectState; offset = new Vector2(x1, y1); }