/// <summary> /// As per IMatrixRotate interface - called when matrix is rotated, updates drawer orientation. /// </summary> public void OnMatrixRotate(MatrixRotationInfo rotationInfo) { if (rotationInfo.IsClientside) return; if (!rotationInfo.IsEnding) return; drawerOrientation = directional.CurrentDirection; }
private void OnMatrixRotate(MatrixRotationInfo arg0) { if (progressActionConfig.AllowMovement == true) { return; } InterruptProgress("cross-matrix and target or performer matrix rotated"); }
private void OnRotationEnd(MatrixRotationInfo info) { if (info.IsClientside && info.IsEnding) { //reset orientation to upright transform.rotation = Quaternion.identity; } }
public void OnMatrixRotate(MatrixRotationInfo rotationInfo) { if (rotationInfo.IsClientside) { //cache the upwards direction so we can use it to determine angle offset during a matrix rotation upVectorForRotation = transform.up; } }
private void OnRotate(MatrixRotationInfo info) { if (info.IsEnding || info.IsObjectBeingRegistered) { RotationOffset = info.RotationOffsetFromInitial; Logger.LogTraceFormat("{0} layer redrawing with offset {1}", Category.Matrix, info.MatrixMove, RotationOffset); tilemap.RefreshAllTiles(); } }
private void OnRotate(MatrixRotationInfo info) { if (matrixRotationHooks == null) { return; } //pass rotation event on to our children foreach (var matrixRotationHook in matrixRotationHooks) { matrixRotationHook.OnMatrixRotate(info); } }
public void InitFromMatrix() { RotationOffset = RotationOffset.Same; matrixMove = transform.root.GetComponent <MatrixMove>(); if (matrixMove != null) { Logger.LogTraceFormat("{0} layer initializing from matrix", Category.Matrix, matrixMove); matrixMove.MatrixMoveEvents.OnRotate.AddListener(OnRotate); //initialize from current rotation OnRotate(MatrixRotationInfo.FromInitialRotation(matrixMove, NetworkSide.Client, RotationEvent.Register)); } }
/// <summary> /// As per IMatrixRotate interface - called when matrix is rotated, updates drawer orientation. /// </summary> public void OnMatrixRotate(MatrixRotationInfo rotationInfo) { Debug.Log("OnMatrixRotate()"); if (rotationInfo.IsClientside) { return; } if (!rotationInfo.IsEnding) { return; } drawerOrientation = directional.CurrentDirection; }
public void OnMatrixRotate(MatrixRotationInfo rotationInfo) { //We need to handle lighting stuff for matrix rotations for local player: if (PlayerManager.LocalPlayer == gameObject && rotationInfo.IsClientside) { if (rotationInfo.IsStarting) { Camera2DFollow.followControl.lightingSystem.matrixRotationMode = true; } else if (rotationInfo.IsEnding) { Camera2DFollow.followControl.lightingSystem.matrixRotationMode = false; } } }
public void OnMatrixRotate(MatrixRotationInfo rotationInfo) { }
private void OnMatrixRotate(MatrixRotationInfo arg0) { InterruptProgress("cross-matrix and target or performer matrix rotated"); }
//Rotates FX as ship rotates public void RotateFX(MatrixRotationInfo info) { var mainFX = particleFX.main; //mainFX.startRotation = newRotationOffset.Degree * Mathf.Deg2Rad; }
private void OnTargetMatrixRotate(MatrixRotationInfo arg0) { InterruptProgress(); }