Esempio n. 1
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 private static void CompleteSequence(InputSequence sequence)
 {
     OnSequenceCompleted();
     UnregisterSequence(sequence);
     _targetedSequences.Remove(sequence);
     Debug.Log("Destroy");
 }
Esempio n. 2
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 /// <summary>
 /// Untargets the given input sequence.
 /// </summary>
 public static void UntargetSequence(InputSequence sequence)
 {
     if (_targetedSequences.Contains(sequence))
     {
         _targetedSequences.Remove(sequence);
     }
 }
        /// <Summary>
        /// </Summary>
        private void createSequence_Enemy(EnemyBase anchor)
        {
            InputSequence sequence = typerSegmentManager.createNewSequence(rusherStringCollection, anchor.transform);

            sequence.OnCompleted += delegate {
                // Destroy enemy
            };
        }
Esempio n. 4
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        private void OnInputSucceeded(InputSequence sequence)
        {
            if (sequence.IsCompleted)
            {
                return;
            }

            _animator.SetTrigger("Succeeded");
        }
        /// <Summary>
        /// Create sequences for each node in the scene
        /// </Summary>
        private void createSequence_Node(TowerSpawnNode anchor)
        {
            // InputSequence sequence = sequenceManager.CreateSequence(getNewSequnceText(nodeStringCollection), anchor.transform);
            InputSequence sequence = typerSegmentManager.createNewSequence(nodeStringCollection, anchor.transform);

            sequence.OnCompleted += delegate {
                anchor.TowerSpawnReady = false;
                anchor.HasTowerSpawned = true;
                spawnTower(towerSpawnIndex, anchor);
            };
        }
Esempio n. 6
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 /// <summary>
 /// Registers a sequence with the manager and enable it to receive keyboard input.
 /// </summary>
 public static void RegisterSequence(InputSequence sequence)
 {
     if (_sequences.Contains(sequence))
     {
         return;
     }
     _sequences.Add(sequence);
     sequence.OnRemoval    += UnregisterSequence;
     sequence.OnTargeted   += TargetSequence;
     sequence.OnUntargeted += UntargetSequence;
 }
Esempio n. 7
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 /// <summary>
 /// Targets the given input sequence.
 /// </summary>
 public static void TargetSequence(InputSequence sequence)
 {
     if (_targetedSequences.Contains(sequence) == false)
     {
         if (_useMultiTargeting == false)
         {
             ClearTargetedSequences();
         }
         _targetedSequences.Add(sequence);
     }
 }
Esempio n. 8
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        private static bool SendInputToSequence(string input, InputSequence sequence)
        {
            bool successful = sequence.ReceiveInput(input);

            if (successful)
            {
                OnInputAccepted();

                if (sequence.IsCompleted)
                {
                    CompleteSequence(sequence);
                }
            }
            else
            {
                OnInputRejected();
            }

            return(successful);
        }
Esempio n. 9
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 private void Awake()
 {
     Sequence = GetComponent <InputSequence>();
     Debug.Assert(Sequence != null);
 }
Esempio n. 10
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 private void OnInputFailed(InputSequence _)
 {
     _animator.SetTrigger("Failed");
 }
Esempio n. 11
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 private void OnCompleted(InputSequence _)
 {
     _animator.SetTrigger("Completed");
 }
Esempio n. 12
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 /// <summary>
 /// Display as untargeted;
 /// </summary>
 protected void ShowAsUntargeted(InputSequence _)
 {
     _targetObject.gameObject.SetActive(false);
     _untargetedObject.gameObject.SetActive(true);
 }
Esempio n. 13
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 /// <summary>
 /// The sequence will no longer receive input.
 /// </summary>
 public static void UnregisterSequence(InputSequence sequence)
 {
     _sequences.Remove(sequence);
     _targetedSequences.Remove(sequence);
     sequence.OnRemoval -= UnregisterSequence;
 }