コード例 #1
0
        public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor)
        {
            var obj = Instantiate(Obj, Position, Rotation);

            player.ProvideFuture(obj, futureId);
            yield break;
        }
コード例 #2
0
        public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor)
        {
            var w = new Waiter(Duration, Realtime);

            cache[executor] = w;
            while (w.Tick())
            {
                yield return(null);
            }
        }
コード例 #3
0
        public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor)
        {
            var obj = Object.Resolve(player);

            if (obj != null)
            {
                UnityEngine.Object.Destroy(obj);
            }
            yield break;
        }
コード例 #4
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        public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor)
        {
            var go = Target.Resolve(player);

            if (go != null)
            {
                go.SetActive(Active);
            }

            yield break;
        }
コード例 #5
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        public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor)
        {
            var director = Director.Resolve(player);

            if (director.playableAsset != PlayableAsset)
            {
                director.playableAsset = PlayableAsset;
            }

            director.Play();
            yield return(new WaitForSeconds((float)PlayableAsset.duration));
        }
コード例 #6
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        public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor)
        {
            var obj = Object.Resolve(player);
            var p   = NewParent.Resolve(player);

            if (!obj)
            {
                Debug.LogError("Couldn't find object to set parent");
            }
            if (!p)
            {
                Debug.LogError("Couldn't find parent object");
            }
            obj.transform.SetParent(p.transform);
            yield break;
        }
コード例 #7
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 public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor)
 {
     yield break;
 }
コード例 #8
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ファイル: Token.cs プロジェクト: qq576067421/ShiroiCutscenes
 /// <summary>
 /// The method called when the token is supposed to execute whatever it's action is supposed to do.
 /// This is run inside a coroutine, meanly whatever is execute will behave exactly like one.
 /// <br/>
 /// <a href="https://docs.unity3d.com/Manual/Coroutines.html">Click here for an article about coroutines</a>
 /// </summary>
 /// <param name="player">The <see cref="CutscenePlayer"/> that the cutscene is being executed in.</param>
 /// <param name="executor"></param>
 /// <returns>The enumerator that is executed by the <see cref="player"/> inside a coroutine.</returns>
 public abstract IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor);
コード例 #9
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 public void Skip(CutscenePlayer player, CutsceneExecutor executor)
 {
 }
コード例 #10
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 public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor)
 {
     Debug.Log(Text);
     yield break;
 }