Esempio n. 1
0
 /// <summary>
 /// User Trigger delegate that is fired from the new weapon available animation
 /// </summary>
 /// <param name="utEvent">Event sent from the animation</param>
 public void NewWeaponAvailable_UserTrigger(SmoothMoves.UserTriggerEvent utEvent)
 {
     if (utEvent.tag == "Done")
     {
         newWeaponAvailableAnimation.gameObject.active = false;
     }
 }
Esempio n. 2
0
    /// <summary>
    /// SmoothMove UserTrigger(當播完動畫後開啟偵測模式)
    /// </summary>
    /// <param name="triggerEvent"></param>
    public void AutoDestroy(SmoothMoves.UserTriggerEvent triggerEvent)
    {
        //開啟偵測模式
        switch (triggerEvent.animationName)
        {
        case "構圖":
            this.changeStage = GameManager.DrawStage.構圖;
            this.checkSkip   = true;
            break;

        case "明暗":
            this.changeStage = GameManager.DrawStage.明暗;
            this.checkSkip   = true;
            break;

        case "設色":
            this.changeStage = GameManager.DrawStage.設色;
            this.checkSkip   = true;
            break;

        case "淡化":
            this.changeStage = GameManager.DrawStage.淡化;
            this.checkSkip   = true;
            break;

        case "光源":
            this.changeStage = GameManager.DrawStage.光源;
            this.checkSkip   = true;
            break;
        }
    }
Esempio n. 3
0
 /// <summary>
 /// User Trigger delegate that is fired from the instructions animation
 /// </summary>
 /// <param name="utEvent">Event sent from the animation</param>
 public void Instructions_UserTrigger(SmoothMoves.UserTriggerEvent utEvent)
 {
     if (utEvent.tag == "Done")
     {
         instructionsAnimation.gameObject.active = false;
         InstructionsDismissed = true;
     }
 }
Esempio n. 4
0
 /// <summary>
 /// User Trigger delegate that is fired from the game over animation
 /// </summary>
 /// <param name="utEvent">Event sent from the animation</param>
 public void GameOver_UserTrigger(SmoothMoves.UserTriggerEvent utEvent)
 {
     // done event was sent
     if (utEvent.tag == "Done")
     {
         gameManager.State = GameManager.STATE.WaitingForInput;
     }
 }
Esempio n. 5
0
    /// <summary>
    /// User Trigger delegate that is fired from the new weapon available animation
    /// </summary>
    /// <param name="utEvent">Event sent from the animation</param>
    public void NewWeaponAvailable_UserTrigger(SmoothMoves.UserTriggerEvent utEvent)
    {
        if (utEvent.tag == "Done")
        {
#if UNITY_3_5
            newWeaponAvailableAnimation.gameObject.active = false;
#else
            newWeaponAvailableAnimation.gameObject.SetActive(false);
#endif
        }
    }
Esempio n. 6
0
    /// <summary>
    /// User Trigger delegate that is fired from the instructions animation
    /// </summary>
    /// <param name="utEvent">Event sent from the animation</param>
    public void Instructions_UserTrigger(SmoothMoves.UserTriggerEvent utEvent)
    {
        if (utEvent.tag == "Done")
        {
#if UNITY_3_5
            instructionsAnimation.gameObject.active = false;
#else
            instructionsAnimation.gameObject.SetActive(false);
#endif
            InstructionsDismissed = true;
        }
    }