Esempio n. 1
0
        /// <summary>
        /// Do the action
        /// </summary>
        /// <param name="args">Event arguments.</param>
        /// <param name="action">Action.</param>
        virtual protected void DoImmediateAction(EventResponse action, System.EventArgs args)
        {
            Animator  animator;
            Animation animation;

            switch (action.responseType)
            {
            case EventResponseType.DEBUG_LOG:
                Debug.Log(string.Format("Got event, arguments: {0}", args != null ? args.ToString() : ""));
                break;

            case EventResponseType.ACTIVATE_GAMEOBJECT:
                action.targetGameObject.SetActive(true);
                break;

            case EventResponseType.DEACTIVATE_GAMEOBJECT:
                action.targetGameObject.SetActive(false);
                break;

            case EventResponseType.SEND_MESSSAGE:
                action.targetGameObject.SendMessage(action.message, SendMessageOptions.DontRequireReceiver);
                break;

            case EventResponseType.ENABLE_BEHAVIOUR:
                if (action.targetComponent is Behaviour)
                {
                    ((Behaviour)action.targetComponent).enabled = true;
                }
                else if (action.targetComponent is Renderer)
                {
                    ((Renderer)action.targetComponent).enabled = true;
                }
                break;

            case EventResponseType.DISABLE_BEHAVIOUR:
                if (action.targetComponent is Behaviour)
                {
                    ((Behaviour)action.targetComponent).enabled = false;
                }
                else if (action.targetComponent is Renderer)
                {
                    ((Renderer)action.targetComponent).enabled = false;
                }
                break;

            case EventResponseType.PLAY_PARTICLES:
                if (action.targetComponent is ParticleSystem)
                {
                    ((ParticleSystem)action.targetComponent).Play();
                }
                break;

            case EventResponseType.PAUSE_PARTICLES:
                if (action.targetComponent is ParticleSystem)
                {
                    ((ParticleSystem)action.targetComponent).Pause();
                }
                break;

            case EventResponseType.SWITCH_SPRITE:
                if (action.targetComponent is SpriteRenderer)
                {
                    ((SpriteRenderer)action.targetComponent).sprite = action.newSprite;
                }
                break;

            case EventResponseType.LOAD_SCENE:
                                #if !UNITY_4_6 && !UNITY_5_1 && !UNITY_5_2
                SceneManager.LoadScene(action.message);
                                #else
                Application.LoadLevel(action.message);
                                #endif
                break;

            case EventResponseType.START_EFFECT:
                if (action.targetComponent is FX_Base)
                {
                    if (action.targetGameObject != null && action.message != null && action.message != "")
                    {
                        ((FX_Base)action.targetComponent).StartEffect(action.targetGameObject, action.message);
                    }
                    else
                    {
                        ((FX_Base)action.targetComponent).StartEffect();
                    }
                }
                else
                {
                    Debug.LogWarning("Trying to play an Effect that isn't derived from FX_Base.");
                }
                break;

            case EventResponseType.PLAY_ANIMATION:
                animator = action.targetGameObject.GetComponent <Animator>();
                if (animator != null)
                {
                    animator.Play(action.message);
                }
                else
                {
                    animation = action.targetGameObject.GetComponent <Animation>();
                    if (animation != null)
                    {
                        animation.Play();
                    }
                    else
                    {
                        Debug.LogWarning("Couldn't find an Animation or Animatopr on the target GameObject");
                    }
                }
                break;

            case EventResponseType.STOP_ANIMATION:
                animation = action.targetGameObject.GetComponent <Animation>();
                if (animation != null)
                {
                    animation.Stop();
                }
                else
                {
                    Debug.LogWarning("Couldn't find an Animation or Animator on the target GameObject");
                }
                break;
            }
        }
Esempio n. 2
0
 /// <summary>
 /// Applies the filters.
 /// </summary>
 /// <returns><c>true</c>, if filtering was passed, <c>false</c> otherwise.</returns>
 /// <param name="action">Action.</param>
 /// <param name="args">Arguments.</param>
 virtual protected bool ApplyFilters(EventResponse action, System.EventArgs args)
 {
     return(true);
 }
Esempio n. 3
0
        /// <summary>
        /// Draws an event response action in the inspector.
        /// </summary>
        /// <param name="action">Action.</param>
        public static void RenderAction(object target, object repsonder, EventResponse action)
        {
            if (!(target is EventResponder))
            {
                Debug.LogWarning("Unexpected type passed to RenderAction()");
                return;
            }

            GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1));
            if (action == null)
            {
                action = new EventResponse();
            }
            EventResponse originalAction = new EventResponse(action);

            action.responseType = (EventResponseType)EditorGUILayout.EnumPopup(new GUIContent("Action Type", "The type of action to do when this event occurs."), action.responseType);

            // Delay
            action.delay = EditorGUILayout.FloatField(new GUIContent("Action Delay", "how long to wait before doing the action."), action.delay);
            if (action.delay < 0.0f)
            {
                action.delay = 0.0f;
            }
            else if (action.delay > 0.0f)
            {
                EditorGUILayout.HelpBox("If you use many events with delay you may notice some garbage collection issues on mobile devices", MessageType.Info);
            }

            // Game Object
            if (action.responseType == EventResponseType.ACTIVATE_GAMEOBJECT ||
                action.responseType == EventResponseType.DEACTIVATE_GAMEOBJECT ||
                action.responseType == EventResponseType.SEND_MESSSAGE)
            {
                action.targetGameObject = (GameObject)EditorGUILayout.ObjectField(new GUIContent("Game Object", "The game object that will be acted on"), action.targetGameObject, typeof(GameObject), true);
            }

            // Component
            if (action.responseType == EventResponseType.ENABLE_BEHAVIOUR ||
                action.responseType == EventResponseType.DISABLE_BEHAVIOUR)
            {
                action.targetComponent = (Component)EditorGUILayout.ObjectField(new GUIContent("Behaviour", "The behaviour will be acted on"), action.targetComponent, typeof(Component), true);
            }

            // Particle system
            if (action.responseType == EventResponseType.PLAY_PARTICLES ||
                action.responseType == EventResponseType.PAUSE_PARTICLES)
            {
                action.targetComponent = (Component)EditorGUILayout.ObjectField(new GUIContent("Particle System", "The particle system that will be acted on"), action.targetComponent, typeof(ParticleSystem), true);
            }

            // Send message
            if (action.responseType == EventResponseType.SEND_MESSSAGE)
            {
                action.message = EditorGUILayout.TextField(new GUIContent("Message", "The message to send via send message"), action.message);
            }

            // Sprite
            if (action.responseType == EventResponseType.SWITCH_SPRITE)
            {
                action.targetComponent = (Component)EditorGUILayout.ObjectField(new GUIContent("Sprite Renderer", "SpriteRenderer to update."), action.targetComponent, typeof(SpriteRenderer), true);
                action.newSprite       = (Sprite)EditorGUILayout.ObjectField(new GUIContent("New Sprite", "Sprite to switch in."), action.newSprite, typeof(Sprite), true);
            }


            // Load level
            if (action.responseType == EventResponseType.LOAD_SCENE)
            {
                action.message = EditorGUILayout.TextField(new GUIContent("Scene Name", "The name of the scene to load (make sure its added to the build settings)."), action.message);
            }

            // Effects
            if (action.responseType == EventResponseType.START_EFFECT)
            {
                action.targetComponent  = (Component)EditorGUILayout.ObjectField(new GUIContent("Effect", "The effect that will be played."), action.targetComponent, typeof(FX_Base), true);
                action.targetGameObject = (GameObject)EditorGUILayout.ObjectField(new GUIContent("Callback Object", "The game object that will be called back when the effect is finished"), action.targetGameObject, typeof(GameObject), true);
                if (action.targetComponent != null && action.targetGameObject != null)
                {
                    action.message = EditorGUILayout.TextField(new GUIContent("Callback Message", "The name message to send on call back."), action.message);
                    EditorGUILayout.HelpBox("Note that many effects do not support call backs.", MessageType.Info);
                }
            }

            // Animations
            if (action.responseType == EventResponseType.PLAY_ANIMATION ||
                action.responseType == EventResponseType.STOP_ANIMATION)
            {
                action.targetGameObject = (GameObject)EditorGUILayout.ObjectField(new GUIContent("Animator", "GameObject holding an Animation of Animator to play or stop."), action.targetGameObject, typeof(GameObject), true);
            }

            // Animation state
            if (action.responseType == EventResponseType.PLAY_ANIMATION && action.targetGameObject != null)
            {
                Animator animator = action.targetGameObject.GetComponent <Animator>();
                if (animator != null)
                {
                    action.message = EditorGUILayout.TextField(new GUIContent("Animation State", "Name of the Animation State to play."), action.message);
                }
            }

            // Animation state
            if (action.responseType == EventResponseType.STOP_ANIMATION)
            {
                Animator animator = action.targetGameObject.GetComponent <Animator>();
                if (animator != null)
                {
                    EditorGUILayout.HelpBox("You cannot stop an Animator only an Animation. Instead use PLAY_ANIMATION and provide an IDLE or DEFAULT state", MessageType.Warning);
                }
            }

            if (!action.Equals(originalAction))
            {
                if (target is EventResponder)
                {
                    EditorUtility.SetDirty((EventResponder)target);
                }
            }

            // Remove
            EditorGUILayout.BeginHorizontal();
            GUILayout.FlexibleSpace();
            if (GUILayout.Button("Remove Action"))
            {
                if (target is EventResponder)
                {
                    ((EventResponder)target).actions = ((EventResponder)target).actions.Where(a => a != action).ToArray();
                }
            }
            EditorGUILayout.EndHorizontal();
        }