Esempio n. 1
0
    /// <summary>
    /// 用来设定丢出指定的 什么文本 ... 在 什么文本框 ... 中.
    /// 提示:会更改onDoingStatus = xxx_On
    /// </summary>
    /// <param name="thingStr"></param>
    /// <param name="mbmM"></param>
    private void _StartShowThing(string thingStr, MsgBoxManager mbmM)
    {
        scriptState = ScriptState.OnDoing;

        if (mbmM == mbmNormal)
        {
            onDoingStatus = OnDoingStatus.Normal_On;
        }
        else if (mbmBg)
        {
            onDoingStatus = OnDoingStatus.Bg_On;
        }
        else
        {
            //add more box here
        }

        mbmM.RunWith(MsgBoxManager.MsgBoxStatus.Running, thingStr);
    }
Esempio n. 2
0
    void Start()
    {
        SetmbmAlphaTimeSet(mbmBg, mbmBg_Time);
        SetmbmAlphaTimeSet(mbmNormal, mbmNormal_Time);

        _setControlmode(false);

        _l2d_outerRadiusSet = l2dObj.pointLightOuterRadius;
        _l2d_IntensitySet   = l2dObj.intensity;

        l2dObj.pointLightOuterRadius = 0f;
        l2dObj.intensity             = 0f;

        lightStatus = LightStatus.Off;

        onDoingStatus = 0;

        cm.SetFollowingGameObject(camHold);
        cm.StartFollowing();
        positionOrigion = mainCharacter.transform.position;
        _stopMoving();

        characterManager.GenerateGroundEvent.AddListener(_GenNewGround);

        characterManager.DoorEventIn_OnWall.AddListener(_MakeDoor_OnWall_In);
        characterManager.DoorEventExit_OnWall.AddListener(_MakeDoor_OnWall_Exit);
        buttoners[(int)inputManager.InputManager.EnumStatus.Interact].ClickEvent.AddListener(_DoorMethod_OnWall_OnClick);

        characterManager.DoorEventOpenerIn.AddListener(_MakeDoor_In);
        characterManager.DoorEventOpenerExit.AddListener(_MakeDoor_Exit);
        characterManager.DoorEventLockerIn.AddListener(_DoorMethod_OnLockTrigger);
        buttoners[(int)inputManager.InputManager.EnumStatus.Interact].ClickEvent.AddListener(_DoorMethodOpener_OnClick);

        //----The First Word
        _StartShowThing(thingsToSay[thingsToSayPointer], mbmBg);
    }
Esempio n. 3
0
    // Update is called once per frame

    public void Update()
    {
        //----
        if (!buttoners[(int)inputManager.InputManager.EnumStatus.Left].pressed && buttoners[(int)inputManager.InputManager.EnumStatus.Right].pressed)
        {
            _keeptMoving(true);
        }
        else
        {
            _stopMoving();
        }
        //----

        //----movement----
        if (buttoners[(int)inputManager.InputManager.EnumStatus.Left].pressed && !buttoners[(int)inputManager.InputManager.EnumStatus.Right].pressed)
        {
            animator.SetInteger("State", 0);
            _keeptMoving(false);//left
        }
        else if (!buttoners[(int)inputManager.InputManager.EnumStatus.Left].pressed && buttoners[(int)inputManager.InputManager.EnumStatus.Right].pressed)
        {
            animator.SetInteger("State", 1);
            _keeptMoving(true);//right
        }
        else
        {
            animator.StopPlayback();
            animator.SetInteger("State", -1);
            _stopMoving();
        }
        //----End of movement----

        switch (lightStatus)
        {
        case LightStatus.Off:
            break;

        case LightStatus.Off2On:
            _l2d_timer += Time.deltaTime;
            if (_l2d_timer > l2d_TimeSet)
            {
                _l2d_timer  = 0f;
                lightStatus = LightStatus.On;
            }
            else
            {
                l2dObj.intensity             = (_l2d_timer / l2d_TimeSet) * _l2d_IntensitySet;
                l2dObj.pointLightOuterRadius = (_l2d_timer / l2d_TimeSet) * _l2d_outerRadiusSet;
            }
            break;

        case LightStatus.On:
            break;

        case LightStatus.On2Off:
            _l2d_timer += Time.deltaTime;
            if (_l2d_timer > l2d_TimeSet)
            {
                _l2d_timer  = 0f;
                lightStatus = LightStatus.Off;
            }
            else
            {
                l2dObj.intensity             = ((l2d_TimeSet - _l2d_timer) / l2d_TimeSet) * _l2d_IntensitySet;
                l2dObj.pointLightOuterRadius = ((l2d_TimeSet - _l2d_timer) / l2d_TimeSet) * _l2d_outerRadiusSet;
            }
            break;

        default:
            break;
        }

        switch (scriptState)
        {
        case ScriptState.OnWaiting:
            if (!_isFirst)
            {
                _setControlmode(true);
            }
            break;

        case ScriptState.OnDoing:
            _setControlmode(false);
            switch (onDoingStatus)
            {
            case OnDoingStatus.Normal_On:        //normal
                if (mbmNormal.StableFlag == true)
                {
                    onDoingStatus = OnDoingStatus.Normal_Hold;
                }
                break;

            case OnDoingStatus.Normal_Hold:
                //等待mbmNormal加载完毕后
                if (mbmNormal.Status == MsgBoxManager.MsgBoxStatus.Hidding && mbmNormal.StableFlag)
                {
                    if (_isFirst)
                    {
                        lightStatus = LightStatus.Off2On;
                        _setControlmode(true);
                        _isFirst    = false;
                        scriptState = ScriptState.OnWaiting;
                        break;
                    }
                    scriptState = ScriptState.OnWaiting;
                }
                break;

            case OnDoingStatus.Bg_On:        //background

                if (mbmBg.StableFlag == true)
                {
                    onDoingStatus = OnDoingStatus.Bg_Hold;
                }
                break;

            case OnDoingStatus.Bg_Hold:
                //等待mbmNormal加载完毕后
                if (mbmBg.Status == MsgBoxManager.MsgBoxStatus.Hidding && mbmBg.StableFlag)
                {
                    if (_isFirst)
                    {
                        thingsToSayPointer++;
                        _StartShowThing("身边一片漆黑。^", mbmNormal);
                        break;
                    }
                    scriptState = ScriptState.OnWaiting;
                }
                break;
            }
            break;

        default:
            break;
        }
    }