void TriggerParticleEffects(AnimatePerOptions animate_per, PLAY_ITEM_EVENTS play_when) { if (m_current_letter_action.NumParticleEffectSetups > 0) { foreach (ParticleEffectSetup effect_setup in m_current_letter_action.ParticleEffectSetups) { if (effect_setup.m_play_when == play_when && (effect_setup.m_effect_assignment == PLAY_ITEM_ASSIGNMENT.PER_LETTER || effect_setup.m_effect_assignment_custom_letters.Contains(m_progression_variables.m_letter_value))) { if (!effect_setup.m_loop_play_once || m_anim_state_vars.m_active_loop_cycles == null || m_anim_state_vars.m_active_loop_cycles.Count == 0 || m_anim_state_vars.m_active_loop_cycles[0].FirstPass) { m_effect_manager_handle.PlayParticleEffect( m_mesh, m_flipped, effect_setup, m_progression_variables, animate_per ); } } } } }
public void ImportBaseData(JSONObject json_data) { m_play_when = (PLAY_ITEM_EVENTS)(int)json_data["m_play_when"].Number; m_effect_assignment = (PLAY_ITEM_ASSIGNMENT)(int)json_data["m_effect_assignment"].Number; m_loop_play_once = json_data["m_loop_play_once"].Boolean; m_delay.ImportData(json_data["m_delay"].Obj); m_effect_assignment_custom_letters = json_data["m_effect_assignment_custom_letters"].Array.JSONtoListInt(); m_loop_play_once = json_data["m_loop_play_once"].Boolean; }
void TriggerParticleEffects(AnimatePerOptions animate_per, PLAY_ITEM_EVENTS play_when) { if(m_current_letter_action.NumParticleEffectSetups > 0) { foreach(ParticleEffectSetup effect_setup in m_current_letter_action.ParticleEffectSetups) { if(effect_setup.m_play_when == play_when && (effect_setup.m_effect_assignment == PLAY_ITEM_ASSIGNMENT.PER_LETTER || effect_setup.m_effect_assignment_custom_letters.Contains(m_progression_variables.m_letter_value))) { if( !effect_setup.m_loop_play_once || m_anim_state_vars.m_active_loop_cycles == null || m_anim_state_vars.m_active_loop_cycles.Count == 0 || m_anim_state_vars.m_active_loop_cycles[0].FirstPass) { m_effect_manager_handle.PlayParticleEffect( m_mesh, m_flipped, effect_setup, m_progression_variables, animate_per ); } } } } }
private void TriggerAudioEffect(AnimatePerOptions animate_per, PLAY_ITEM_EVENTS play_when) { if (m_current_letter_action.NumAudioEffectSetups > 0) foreach (var effect_setup in m_current_letter_action.AudioEffectSetups) if (effect_setup.m_play_when == play_when && (effect_setup.m_effect_assignment == PLAY_ITEM_ASSIGNMENT.PER_LETTER || effect_setup.m_effect_assignment_custom_letters.Contains(m_progression_variables.m_letter_value))) if (!effect_setup.m_loop_play_once || m_anim_state_vars.m_active_loop_cycles == null || m_anim_state_vars.m_active_loop_cycles.Count == 0 || m_anim_state_vars.m_active_loop_cycles[0].FirstPass) m_effect_manager_handle.PlayAudioClip(effect_setup, m_progression_variables, animate_per); }