public override void Interact() { if (isEnabled) { timeline.Play(); base.Interact(); } }
private void OnTriggerEnter(Collider collider) { if (collider.CompareTag("Player")) { m_EnteredPlayerCount++; } if (m_EnteredPlayerCount == m_DoorClosePlayerCount) { m_Director.Play(); } }
private void InitializeCameraTransition() { if (OnCutScene != null) { print("Inicializando barras"); OnCutScene(); } earthquakePlayable.Play(); }
protected override void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { OnSoundActivate?.Invoke(clipToSend); if (subtitleTimeline != null) { subtitleTimeline.Play(); } if (!playAgain) { this.gameObject.SetActive(false); } } }
private void OnTriggerStay2D(Collider2D collision) { if (!isPlayerWhitSword) { if (collision.gameObject.tag == "Player" && TextToAmunition.wasReading) { pressText.SetActive(true); } if (collision.gameObject.tag == "Player" && TextToAmunition.wasReading && Input.GetKey(KeyCode.E)) { playbel.Play(); isPlayerWhitSword = true; Invoke("ChangePlayer", 2.9f); } } }
static public int Play(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.Playables.PlayableDirector self = (UnityEngine.Playables.PlayableDirector)checkSelf(l); self.Play(); pushValue(l, true); return(1); } else if (argc == 2) { UnityEngine.Playables.PlayableDirector self = (UnityEngine.Playables.PlayableDirector)checkSelf(l); UnityEngine.Playables.PlayableAsset a1; checkType(l, 2, out a1); self.Play(a1); pushValue(l, true); return(1); } else if (argc == 3) { UnityEngine.Playables.PlayableDirector self = (UnityEngine.Playables.PlayableDirector)checkSelf(l); UnityEngine.Playables.PlayableAsset a1; checkType(l, 2, out a1); UnityEngine.Playables.DirectorWrapMode a2; checkEnum(l, 3, out a2); self.Play(a1, a2); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
static int Play(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { UnityEngine.Playables.PlayableDirector obj = (UnityEngine.Playables.PlayableDirector)ToLua.CheckObject <UnityEngine.Playables.PlayableDirector>(L, 1); obj.Play(); return(0); } else if (count == 2) { UnityEngine.Playables.PlayableDirector obj = (UnityEngine.Playables.PlayableDirector)ToLua.CheckObject <UnityEngine.Playables.PlayableDirector>(L, 1); UnityEngine.Playables.PlayableAsset arg0 = (UnityEngine.Playables.PlayableAsset)ToLua.CheckObject <UnityEngine.Playables.PlayableAsset>(L, 2); obj.Play(arg0); return(0); } else if (count == 3) { UnityEngine.Playables.PlayableDirector obj = (UnityEngine.Playables.PlayableDirector)ToLua.CheckObject <UnityEngine.Playables.PlayableDirector>(L, 1); UnityEngine.Playables.PlayableAsset arg0 = (UnityEngine.Playables.PlayableAsset)ToLua.CheckObject <UnityEngine.Playables.PlayableAsset>(L, 2); UnityEngine.Playables.DirectorWrapMode arg1 = (UnityEngine.Playables.DirectorWrapMode)ToLua.CheckObject(L, 3, typeof(UnityEngine.Playables.DirectorWrapMode)); obj.Play(arg0, arg1); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Playables.PlayableDirector.Play")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public void PlayScene() { cutscene.Play(); }
private IEnumerator Anim() { musicManager.StopImmediately(); musicManager.FadeInNewSong( deathBlobMusic, Mathf.Max(2f, alembicBlobStartTime - 2f), true ); // Just disable pausing during end sequence so the music is timed well enough PauseManager.Instance.PausingAllowed = false; StartCoroutine(RunScreenShakeCoroutine(initialScreenshakeAnimation)); bool directorStarted = false; float animLength = Util.AnimationCurveLengthTime(ghostBonesAnimation); for (float timer = 0.0f; timer < animLength && !(_deathBlobCollided); timer += Time.deltaTime) { ghostBones.material.SetFloat("_Extrusion", ghostBonesAnimation.Evaluate(timer)); if (timer >= alembicBlobStartTime && !directorStarted) { deathBlob.SetActive(true); director.Play(); blobDetection.gameObject.SetActive(true); blobDetection.StartDetection(); } yield return(null); } // OR together any other bools for waiting while (!_deathBlobCollided) { yield return(null); } // Check which of the changed bools triggered and what ending to show. if (_deathBlobCollided) { MainCamera.Effects.SetFadeColor(Color.black); MainCamera.Effects.CrossFade(0f, true); playerController.ReleaseControl(); director.Stop(); deathBlob.SetActive(false); castleDoor.CloseDoor(); yield return(MusicCustomFadeOut()); #if false deathAnimation.SetTrigger("PlayAnimation"); deathView.RequestView(); MainCamera.Effects.SetColorInvert(true); MainCamera.Effects.CrossFade(5f, false); yield return(new WaitForSeconds(12f)); MainCamera.Effects.CrossFade(5f, true); yield return(new WaitForSeconds(6f)); GlobalData.HasCompletedGame = true; UnityEngine.SceneManagement.SceneManager.LoadScene(0); #else UnityEngine.SceneManagement.SceneManager.LoadScene(2); PauseManager.Instance.PausingAllowed = true; #endif } }