private void OnContinueTutorialFrom(TutorialKey key) { switch (key) { case TutorialKey.Welcome: deliveryDirector.Resume(); break; case TutorialKey.MorningDelivery: deliveryDirector.Resume(); break; case TutorialKey.MorningDeliveryDone: break; case TutorialKey.ItemSetup: break; case TutorialKey.ItemSetupFront: break; case TutorialKey.ItemSetupPull: break; case TutorialKey.ItemSetupReady: break; case TutorialKey.AutoSales: break; default: throw new ArgumentOutOfRangeException(nameof(key), key, null); } }
internal void StartCapture() { // First capture to touch the playable directors if (!_isCapturing) { // Null check in case director no longer exists if (_director != null) { // Want to manually update? // TODO: should we include ALL directors, as they may switch from manual to something else later on? // DSPClock doesn't change rate when rendering offline, so we need to change to GameTime _isControlling = (_director.timeUpdateMode == DirectorUpdateMode.DSPClock); if (_isControlling) { // Cache original update mode _originalTimeUpdateMode = _director.timeUpdateMode; bool wasPlaying = (_director.state == PlayState.Playing); // Set to manual update mode // NOTE: Prior to Unity 2018.2 changing from DSP Clock to Manual did nothing, as DSP Clock mode was set to ignore manual updates _director.timeUpdateMode = DirectorUpdateMode.GameTime; // NOTE: In newer versions of Unity (post 2018.2) changing the timeUpdateMode to Manual pauses playback, so we must resume it if (wasPlaying && _director.state == PlayState.Paused) { _director.Resume(); } } } _isCapturing = true; } }
public void OnExposedItem() { if (currentTutorialKey == TutorialKey.ItemSetup || currentTutorialKey == TutorialKey.ItemSetupFront) { HideSelfTutorial(); itemSetupDirector.Resume(); } }
private void OnAnimationLooped(object sender, AnimationLoopedEventArgs e) { if (m_hasTimeline) { m_playableDirector.set_time(0.0); m_playableDirector.Resume(); } }
// Update is called once per frame void Update() { if (DialogueNum >= s_Dialogue.Length) { return; } if (nextDialog > DialogueNum) { PlayableDir.Pause(); Coroutine tempCor = null; if (!b_EffectEnd) { tempCor = StartCoroutine(TextBoxEffect()); b_EffectEnd = true; } if (Input.anyKeyDown) { b_EffectEnd = false; if (tempCor != null) { StopCoroutine(tempCor); } DialogueNum += 1; t_Dialogue.text = ""; PlayableDir.Resume(); } } //if (b_Stop) //{ // if (b_EffectEnd) // { // if (Input.anyKeyDown) // { // b_Stop = false; // b_EffectEnd = false; // DialogueNum += 1; // t_Dialogue.text = ""; // PlayableDir.Resume(); // } // } // else // { // b_EffectEnd = true; // PlayableDir.Pause(); // StartCoroutine(TextBoxEffect()); // } //} }
//Called by the InputManager public void ResumeTimeline() { UIManager.Instance.TogglePressSpacebarMessage(false); UIManager.Instance.ToggleDialoguePanel(false); activeDirector.Resume(); gameMode = GameMode.Gameplay; }
IEnumerator EndCoroutine() { while (animator.GetCurrentAnimatorStateInfo(0).IsName("Cut")) { Debug.Log("Wait"); yield return(new WaitForEndOfFrame()); } endText.text = "THEY SURVIVED FOR <b>" + _gameManager.timeSurvived.ToString("00") + "</b> SECONDS"; animator.SetTrigger("End"); WaitForSeconds ws2 = new WaitForSeconds(0.3f); yield return(ws2); if (mode == SpectatorMode.Cinematic) { timeline.Pause(); } WaitForSeconds ws = new WaitForSeconds(3.3f); yield return(ws); if (mode == SpectatorMode.Cinematic) { timeline.Resume(); } }
private void ShowDeathCutScene() { _deathPlayableDirector.time = -0.5f; _deathPlayableDirector.transform.position = Player.Position; _deathPlayableDirector.gameObject.SetActive(true); _deathPlayableDirector.Resume(); }
public void Resume() { if (director && director.state == PlayState.Paused) { director.Resume(); } }
/// <summary> /// /// </summary> /// <param @name="data"></param> public void Process(object data) { if (!_IsValid()) { return; } if (action == ActionType.Play) { timeline.Play(); } else if (action == ActionType.Pause) { timeline.Pause(); } else if (action == ActionType.Resume) { timeline.Resume(); } else if (action == ActionType.Stop) { timeline.Stop(); } else if (action == ActionType.SkipTo) { time = Mathf.Abs(time); timeline.time = time; } }
public void OnGUI() { if (this.ShowPauseTimeline) { PlayableDirector component = (PlayableDirector)((Component)this).GetComponent <PlayableDirector>(); Rect rect; ((Rect) ref rect).\u002Ector(20f, 50f, 130f, 30f); if (!this._isCameraFree) { if (GUI.Button(rect, "Free Camera")) { this._isCameraFree = true; component.Pause(); } } else if (GUI.Button(rect, !((Behaviour)component).get_isActiveAndEnabled() ? "Lock Camera" : "Resume Timeline")) { this._isCameraFree = false; component.Resume(); } } Rect rect1; ((Rect) ref rect1).\u002Ector(20f, 95f, 130f, 30f); if (!GUI.Button(rect1, "Back To Menu")) { return; } SceneManager.LoadScene("0. Demo Menu"); }
public void SetState(States state) { this.state = state; switch (state) { default: case States.Bringing: // Reset everything touchHelper = new TouchHelper(); var op = operatorLibrary.GetRandomOperator(); lockerController.currentRarity = op.rarity; operatorView.SetInfo(op); audioController.SetInfo(op); break; case States.Touching: playableDirector.Pause(); break; case States.Opening: playableDirector.Resume(); break; case States.AfterOpening: playableDirector.Pause(); break; } }
/// <summary> /// Update is called once per frame /// </summary> void Update() { if (pauseMenu.activeSelf) { //Video is paused if (Input.GetKeyDown(KeyCode.Return) || Input.GetKeyDown(KeyCode.Space)) { video.Play(); timeline.Resume(); pauseMenu.SetActive(false); } if (Input.GetKeyDown(KeyCode.Escape)) { SceneManager.LoadScene(sceneName); } } else { //Video is playing if (Input.GetKeyDown(KeyCode.Escape) || Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.Return)) { video.Pause(); timeline.Pause(); pauseMenu.SetActive(true); } } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(playKeyCode)) { if (warpTime) { PlayAtSpeed(director, timeScale); //director.SetSpeed(timeScale); } else { director.Play(); } } if (Input.GetKeyDown(pauseKeyCode)) { director.Pause(); } if (Input.GetKeyDown(stopKeyCode)) { director.Stop(); } if (Input.GetKeyDown(resumeKeyCode)) { director.Resume(); } }
public void ResumeEffect() { if (m_currEfect != null) { m_director.Resume(); } }
// Changes the state of the cutscene if it can // Can etiehr accept: Resume, Pause, Stop public void ChangeCutsceneState(string state) { switch (state) { case "Resume": if (cutsceneObject.state == PlayState.Paused) { cutsceneObject.Resume(); } break; case "Pause": if (cutsceneObject.state == PlayState.Playing) { cutsceneObject.Pause(); } break; case "Stop": if (cutsceneObject.state == PlayState.Playing) { cutsceneObject.Stop(); } break; default: Debug.LogError("I don't know what " + state + " is!"); break; } }
void SkipDialog() // c'est une fonction { if (childIndex == 0) { Debug.Log(Dialog[Index].transform.GetChild(childIndex)); Dialog[Index].transform.GetChild(childIndex).gameObject.SetActive(true); //on appelle un enfant childIndex += 1; // on incrémente } else if (childIndex != 0) { if (childIndex == (Dialog[Index].transform.childCount)) // si on arrive au maximum du nbr d'enfant (childCount) { Dialog[Index].transform.GetChild(childIndex - 1).gameObject.SetActive(false); childIndex = 0; // On réinitialise le childIndex pour qu'il puisse recommencer de compter Index += 1; // On passe au parent suivant (le gros truc qui regroupe tout les enfants dialog Box) Debug.Log("Je suis la"); Timeline.Resume(); //Resume est une fonction donc y'a des () canSkip = false; isplaying = false; } else //else a pas besoin de parenthese { Dialog[Index].transform.GetChild(childIndex - 1).gameObject.SetActive(false); // on chercher l'enfant -1 Dialog[Index].transform.GetChild(childIndex).gameObject.SetActive(true); // enfant actuel (pas besoin de mettre + 1) childIndex += 1; //on incrémente encore. } } }
private void StartAnimation(CharacterAnimationInfo animationInfo, Action onComplete = null, Action onCancel = null, bool restart = true, bool async = false) { //IL_0030: Unknown result type (might be due to invalid IL or missing references) //IL_0046: Unknown result type (might be due to invalid IL or missing references) string animationName = animationInfo.animationName; string timelineKey = animationInfo.timelineKey; m_animator2D.get_transform().set_localRotation(animationInfo.flipX ? Quaternion.Euler(0f, -135f, 0f) : Quaternion.Euler(0f, 45f, 0f)); direction = animationInfo.direction; ITimelineAssetProvider characterData = m_characterData; if (characterData != null) { TimelineAsset timelineAsset; bool flag = characterData.TryGetTimelineAsset(timelineKey, out timelineAsset); if (flag && null != timelineAsset) { if (timelineAsset != m_playableDirector.get_playableAsset()) { m_playableDirector.Play(timelineAsset); } else { if (restart || !m_animator2D.get_animationName().Equals(animationName)) { m_playableDirector.set_time(0.0); } m_playableDirector.Resume(); } m_hasTimeline = true; } else { if (flag) { Log.Warning("Character named '" + m_characterData.get_name() + "' has a timeline setup for key '" + timelineKey + "' but the actual asset is null.", 323, "C:\\BuildAgents\\AgentB\\work\\cub_client_win64_develop\\client\\DofusCube.Unity\\Assets\\Core\\Code\\HavreMap\\MapPathfindingActor.cs"); } m_playableDirector.set_time(0.0); m_playableDirector.Pause(); m_hasTimeline = false; } } m_animationCallback.Setup(animationName, restart, onComplete, onCancel); m_animator2D.SetAnimation(animationName, animationInfo.loops, async, restart); m_animationParameters = animationInfo.parameters; }
public void CineNext() { playableDirector.Resume(); var sound = MCSoundManager.Instance.objectSound.ui; sound.PlaySound(this.gameObject, sound.nextPage); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space) && isPreTrainingEnd == true) { mainTrainingTimeline.Play(); movieTimeline.Resume(); StartCoroutine(DelayFunction()); } }
void ResumeCurrentlyPausedPlayableDirector() { if (currentlyPausedPlayableDirector != null) { currentlyPausedPlayableDirector.Resume(); } onUpdateAction = null; currentlyPausedPlayableDirector = null; }
public void OnTalkFinished(Talk t, bool succeeded) { if (!m_exporting || !talk.Equals(t)) { return; } if (!succeeded) { m_exporting = false; // on 2017.x, director.time can be advanced by delta time if (m_timePaused != NullTime && Math.Abs(director.time - m_timePaused) < MaxAllowedDelta) { director.Resume(); } m_timePaused = NullTime; } }
private void Next() { Debug.Log($"{this}: start sailing {context.Boat.Speed}"); context.Boat.SetDrift(-.125f); context.SetSailToAssignmentState(context.AssignmentIndex + 1); if (turtleTimeline.state != PlayState.Playing) { turtleTimeline.Resume(); } }
public void Update() { TimelineInfo timelineInfoToDestroy = null; if (mPlayingTimeline != null) { PlayableDirector playableDirector = mPlayingTimeline.PlayableDirector; if (playableDirector != null && playableDirector.isActiveAndEnabled) { //GameDebug.LogError("playableDirector.state: " + playableDirector.state.ToString() // + ", playableDirector.time: " + playableDirector.time // + ", playableDirector.duration: " + playableDirector.duration); if (playableDirector.state == PlayState.Paused) { if (playableDirector.time > 0f) // 暂停状态下,如果已经走了一段时间则算是播放结束 { timelineInfoToDestroy = mPlayingTimeline; } else // 否则需要恢复播放 { playableDirector.Resume(); } } else if (playableDirector.time >= playableDirector.duration) // 时间大于等于总时间,则算是播放结束 { timelineInfoToDestroy = mPlayingTimeline; } } } if (timelineInfoToDestroy != null) { StopImpl(timelineInfoToDestroy); // 播放缓存下来的动画 if (mCacheTimelineList.Count > 0) { TimelineInfo cacheTimelineInfo = mCacheTimelineList.Dequeue(); PlayImpl(cacheTimelineInfo); } else { if (mAllFinishCallbacks.Count > 0) { foreach (System.Action finishCallback in mAllFinishCallbacks) { if (finishCallback != null) { finishCallback(); } } mAllFinishCallbacks.Clear(); } } } }
public void ProcessInputFromCurrentState() { if (currentScriptedAction == Enums.ScriptActionType.ReadDialogueWaitForInput) { Debug.Log("Recieved Input While Waiting"); } if (currentScriptedAction == Enums.ScriptActionType.WaitForChoice) { director.Resume(); } }
private void Update() { if (Input.anyKeyDown) { timelinePlaytime += keystrokePlaytAddAmt; } if (timelinePlaytime > 0) { if (playableDirector.state == PlayState.Paused) { playableDirector.Resume(); } timelinePlaytime -= Time.deltaTime; } else { playableDirector.Pause(); } }
void timelineAction() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null || timeline == null) { return; } timeline.Resume(); }
public void ClearMarker(string markerName) { if (_actions.ContainsKey(markerName) && _actions[markerName] == Action.Pause && TestMarker(markerName, MarkerTest.InsideMarker)) { _director.Resume(); } _actions[markerName] = Action.None; }
void ButtonPlayTimeline() { Debug.Log("Play timeline"); playableDirector.Play(); if (pause == true) { playableDirector.Resume(); pause = false; } }
IEnumerator Play() { _playState = EPlay.Play; yield return(Node.Run()); _playState = EPlay.Over; if (_waitPlay) { _waitPlay = false; Director.Resume(); } }