コード例 #1
0
ファイル: Quicktime.cs プロジェクト: DR9885/Possessed
    public IEnumerator Fire()
    {
        finished = 1;
        eventSequence = GenerateNewSequence(buttonsPerSequence);

        while (finished != 2 && finished != 3)
            yield return new WaitForFixedUpdate();
    }
コード例 #2
0
ファイル: Quicktime.cs プロジェクト: DR9885/Possessed
    QuicktimeSequence GenerateNewSequence(int size)
    {
        QuicktimeSequence theSequence = new QuicktimeSequence();
        QuicktimeEvent[] theQueue = new QuicktimeEvent[size];
        int buttonCount = 0;
        a = 0;
        float sequenceStart = Time.time;
        float sequenceEnd = Time.time;
        while (buttonCount < buttonsPerSequence)
        {
            float newTimeStart = Time.time + (buttonDelay * (buttonCount + 1));
            float newTimeEnd = newTimeStart + buttonLife;
            sequenceEnd = newTimeEnd;

            int rand = UnityEngine.Random.Range(0, ContextActions.QuickActions.Count - 1);

            KeyCode newKey;
            newKey = ContextActions.QuickActions[rand].KeyCode;
            Texture2D newTexture = ResourceManager.TextureResources[newKey];

            GameObject newQte = new GameObject();
            GUIMove guiMove = newQte.AddComponent<GUIMove>();
            guiMove.FireAway(newTimeStart, newTimeEnd, newTexture, buttonLife);

            theQueue[buttonCount] = new QuicktimeEvent(newTimeStart, newTimeEnd, newKey, newTexture, newQte);
        //            //debug.log("Genearted: " + Time.time + " " + newTimeStart + " " + newTimeEnd + " " + buttonCount + " " + buttonsPerSequence + " gen");
            buttonCount++;
        }

        theSequence.theEvents = theQueue;
        theSequence.timeStart = sequenceStart;
        theSequence.timeEnd = sequenceEnd;

        return theSequence;
    }
コード例 #3
0
ファイル: Quicktime.cs プロジェクト: DR9885/Possessed
 bool CheckQuicktime(int a, QuicktimeSequence sequence, KeyCode keyPressed)
 {
     return sequence.theEvents[a].whichKey == keyPressed;
 }