private void OnFadeInEffectFinished(FadeEffectEvent evt) { bool isCallFromTransitionState = false; if (evt.arguments.ContainsKey("isCallFromTransitionState")) { isCallFromTransitionState = (bool)evt.arguments["isCallFromTransitionState"]; } if (isCallFromTransitionState) { m_callStepOF = (int)evt.arguments["callStepOF"]; switch (m_callStepOF) { case 1: base.SwapToState(m_newState); break; case 2: UIController.Instance.FadeEffectController.StartFadeOutStateTransition(); base.PopState(); break; case 3: base.PushState(m_newState); break; } } }
private void OnFadeOutEffectFinished(FadeEffectEvent evt) { SetCursorLock(false); if (m_callStepOF != 2) { (this.CurrentState as OmniBaseGameState).RunStateScene(); } }
private void OnFadeInEffectFinished(FadeEffectEvent evt) { bool isFromChangeState = false; if (evt.arguments.ContainsKey("isCallFromTransitionState")) { isFromChangeState = (bool)evt.arguments["isCallFromTransitionState"]; } if (!isFromChangeState) { if (m_viewState == GameViewState.InAnAsset) { switch (m_locationField) { case InsideFieldLocation.DrillingTower: case InsideFieldLocation.Hse: SetCamera(TypeCamera.NormalView); MoveAndSetCamera(m_transformViewPoint); break; case InsideFieldLocation.Wireline: SetCamera(TypeCamera.TruckView); MoveAndSetCamera(m_transformViewPoint); break; case InsideFieldLocation.SelectedInsideAsset: MoveAndSetCamera(m_transformViewPoint); break; case InsideFieldLocation.WellHeads: AssetEvent assetEvt = new AssetEvent(AssetEvent.ON_ACTIVE_WELLHEADS_COLLIDERS); assetEvt.arguments["active"] = true; EventManager.instance.dispatchEvent(assetEvt); SetCamera(TypeCamera.WellHeads); break; default: SetCamera(TypeCamera.SpecialWellHeads); break; } } else if (m_viewState == GameViewState.IsInFps) { SetCamera(TypeCamera.FpsView); } else { SetCamera(TypeCamera.NormalView); MoveAndSetCamera(m_topDownViewPoint); } } }
public void OnFadeInAnimationIsFinished() { if (m_isTransitionState) { m_fadeInAnimHasFinished = true; } FadeEffectEvent evt = new FadeEffectEvent(FadeEffectEvent.ON_FADE_IN_ANIMATION_FINISHED); evt.arguments ["callStepOF"] = m_callStepOF; evt.arguments ["isCallFromTransitionState"] = m_isTransitionState; EventManager.instance.dispatchEvent(evt); }
public void OnFadeAnimationIsFinished() { if (m_isTransitionState) { m_fadeInOut.SetBool("fadein", false); m_fadeInOut.SetBool("fadeout", false); FadeEffectEvent evt = new FadeEffectEvent(FadeEffectEvent.ON_FADE_ANIMATION_STATE_COMPLETED); EventManager.instance.dispatchEvent(evt); } else { m_fadeInOut.SetBool("makeTransition", false); FadeEffectEvent evt = new FadeEffectEvent(FadeEffectEvent.ON_FADE_ANIMATION_COMPLETED); evt.arguments ["callStepOF"] = m_callStepOF; EventManager.instance.dispatchEvent(evt); } }
//this is called by the animation event at animation end public void ListenerOnAnimationEndFinished() { FadeEffectEvent evt = new FadeEffectEvent(FadeEffectEvent.ON_FADE_IN_ANIMATION_FINISHED); EventManager.instance.dispatchEvent(evt); }
private void OnFadeInEffectFinished(FadeEffectEvent evt) { WorldLevelEvent worldEvent = new WorldLevelEvent(WorldLevelEvent.ON_BACK_TO_WORLD); EventManager.instance.dispatchEvent(worldEvent); }