コード例 #1
0
ファイル: LetterSetup.cs プロジェクト: mengtest/DragonBallNew
 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
                         );
                 }
             }
         }
     }
 }
コード例 #2
0
        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;
        }
コード例 #3
0
    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;
    }
コード例 #4
0
		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
							);
						}
					}
				}
			}
		}
コード例 #5
0
 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);
 }