Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Backspace))
        {
            FinalizeController();
        }

        // TODO Should be somewhere else ? Also useless?
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }

        //If the controller was not initialized we wont do any of what follows
        if (!_initialized)
        {
            return;
        }


        _readyToCycle = (_currentDisplayManager.timeDriven && Time.time - _lastCycleTime > _currentDisplayManager.cycleTime) ||
                        (!_currentDisplayManager.timeDriven && _currentDisplayManager.readyToCycle) || _currentDisplayManager.forceCycle;

        if (_readyToCycle)
        {
            //if we are on video Display and the next one is a video display too
            if (_currentDisplayManager is VideoDisplayManager && Preloader.instance.GetNextDisplayType() == DisplayType.VIDEO)
            {
                // Add 1 to the current index and initialize the next display
                Preloader.instance.SetNextDisplayIndex();
                (_currentDisplayManager as VideoDisplayManager).AddNextVideo(Preloader.instance.GetRunningDisplayId());

                _cyclingDisplay = false;
                _lastCycleTime  = Time.time;
            }
            else
            {
                if (!_cyclingDisplay && !_currentDisplayManager.forceCycle)
                {
                    if (_currentDisplayManager is PhotographyDisplayManager && Preloader.instance.GetNextDisplayType() == DisplayType.VIDEO)
                    {
                        (_currentDisplayManager as PhotographyDisplayManager).SetAuxPhoto();
                    }
                    else if (_currentDisplayManager is VideoDisplayManager && Preloader.instance.GetNextDisplayType() == DisplayType.PHOTOGRAPHY)
                    {
                        (_currentDisplayManager as VideoDisplayManager).SetAuxPhoto(Preloader.instance.GetNextDisplayFirstPhoto());
                    }

                    //Start the out animation for every avaialable display animator
                    foreach (Animator displayAnimator in _currentDisplayManager.animators)
                    {
                        if (displayAnimator.gameObject.activeSelf)
                        {
                            displayAnimator.SetTrigger("DisplayOut");
                        }
                    }

                    _currentDisplayManager.DisplayOut();
                    _cyclingDisplay = true;
                }
                else
                {
                    bool stillCycling = false;

                    stillCycling = !_currentDisplayManager.DisplayOutFinished;

                    if (!stillCycling && !_currentDisplayManager.forceCycle)
                    {
                        //We check in every display animator if the out animation finished
                        foreach (Animator displayAnimator in _currentDisplayManager.animators)
                        {
                            if (displayAnimator.gameObject.activeSelf)
                            {
                                if (!displayAnimator.GetCurrentAnimatorStateInfo(0).IsName("DisplayOut"))
                                {
                                    stillCycling = true;
                                }
                                else if (displayAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime < 1f)
                                {
                                    stillCycling = true;
                                }
                            }
                        }
                    }

                    //For now we just call the same display in animation
                    if (!stillCycling)
                    {
                        // Finalize and de activate the current display
                        _currentDisplayManager.FinalizeDisplay();
                        _currentDisplayManager.gameObject.SetActive(false);

                        // Add 1 to the current index and initialize the next display
                        Preloader.instance.SetNextDisplayIndex();

                        _currentDisplayManager = GetCurrentDisplayManager();
                        if (_currentDisplayManager == null)
                        {
                            _initialized = false;
                            return;
                        }
                        _currentDisplayManager.gameObject.SetActive(true);

                        //Here we should send the right display id to retreive the right data
                        _currentDisplayManager.InitializeDisplay(Preloader.instance.GetRunningDisplayId());

                        _cyclingDisplay = false;
                        _lastCycleTime  = Time.time;
                    }
                }
            }
        }
    }