コード例 #1
0
ファイル: Colors.cs プロジェクト: yazici/FRONTIERS
        public void PushInterfaceColors(IEnumerable <ColorKey> interfaceColors)
        {
            if (interfaceColors == null)
            {
                return;
            }
            Type type = typeof(Colors);

            foreach (ColorKey key in interfaceColors)
            {
                FieldInfo field = type.GetField(key.Name);
                if (field != null && field.FieldType == typeof(Color))
                {
                    field.SetValue(this, key.color);
                }
                else
                {
                    Debug.Log("Couldn't set field " + key.Name + ", was null or not type of color");
                }
            }

            //get all label and button setup components
            //set them all to the new colors
            UILabel[]                labels        = GameObject.FindObjectsOfType <UILabel>();
            UITiledSprite[]          bgSprites     = GameObject.FindObjectsOfType <UITiledSprite>();
            UISlicedSprite[]         borderSprites = GameObject.FindObjectsOfType <UISlicedSprite>();
            GUI.GUIButtonSetup[]     buttonSetup   = GameObject.FindObjectsOfType <GUI.GUIButtonSetup>();
            GUI.GUISliderSetColors[] sliderColors  = GameObject.FindObjectsOfType <GUI.GUISliderSetColors>();
            GUI.GUIPopupSetup[]      popupSetup    = GameObject.FindObjectsOfType <GUI.GUIPopupSetup>();

            for (int i = 0; i < labels.Length; i++)
            {
                if (labels[i].useDefaultLabelColor)
                {
                    labels[i].color = Colors.Alpha(MenuButtonTextColorDefault, labels[i].alpha);
                }
            }

            for (int i = 0; i < bgSprites.Length; i++)
            {
                if (bgSprites[i].useDefaultBackgroundColor)
                {
                    bgSprites[i].color = Colors.Alpha(TiledBackgroundColorDefault, bgSprites[i].alpha);
                }
            }

            for (int i = 0; i < borderSprites.Length; i++)
            {
                if (borderSprites[i].useDefaultBorderSpriteColor)
                {
                    borderSprites[i].color = Colors.Alpha(WindowBorderColorDefault, borderSprites[i].alpha);
                }
            }

            for (int i = 0; i < buttonSetup.Length; i++)
            {
                buttonSetup[i].RefreshColors();
            }

            for (int i = 0; i < sliderColors.Length; i++)
            {
                sliderColors[i].RefreshColors();
            }

            for (int i = 0; i < popupSetup.Length; i++)
            {
                popupSetup[i].RefreshColors();
            }
        }
コード例 #2
0
        public IEnumerator UpdateCutscene()
        {
            mUpdatingCutscene = true;

            while (StartSuspended)
            {
                yield return(null);
            }

            Manager.CutsceneStart();

            if (FadeIn | VRMode)
            {
                //we have to fade in for vr mode or we'll get sick
                Frontiers.GUI.CameraFade.StartAlphaFade(FadeOutColor, true, FadeInDuration);
            }

            bool fadeTitleCard = !string.IsNullOrEmpty(TitleCard);

            if (fadeTitleCard)
            {
                StartCoroutine(DisplayTitleCard(TitleCard, FadeInDuration, 1.0f, FadeOutDuration));
            }

            if (!string.IsNullOrEmpty(CameraAnimationStarting))
            {
                CameraSeat.GetComponent <Animation>().Play(CameraAnimationStarting, AnimationPlayMode.Stop);
            }
            if (!string.IsNullOrEmpty(LookTargetAnimationStarting))
            {
                CameraLookTarget.GetComponent <Animation>().Play(LookTargetAnimationStarting, AnimationPlayMode.Stop);
            }
            //get the camera animatinon started before hijacking
            Player.Local.HijackControl();
            RefreshCamera();
            Player.Local.SnapToHijackedPosition();
            yield return(null);

            State = CutsceneState.Starting;

            Interfaces.BroadcastMessage("OnCutsceneStart", SendMessageOptions.DontRequireReceiver);
            Props.BroadcastMessage("OnCutsceneStart", SendMessageOptions.DontRequireReceiver);

            double startTime     = WorldClock.RealTime;
            float  startDuration = 0.01f;

            //if we're in vr mode and we have a specified hold period, use that for timing
            if (VRMode)
            {
                //this will end up waiting for zero seconds if there's no intro stuff set, which is fine
                if (HoldStaticCameraStart >= 0)
                {
                    startTime += HoldStaticCameraStart;
                }
                else if (!string.IsNullOrEmpty(CameraAnimationStarting))
                {
                    startTime += CameraSeat.GetComponent <Animation>()[CameraAnimationStarting].length;
                }
            }
            else
            {
                //otherwise just use the camera animation
                if (!string.IsNullOrEmpty(CameraAnimationStarting))
                {
                    startTime += CameraSeat.GetComponent <Animation>()[CameraAnimationStarting].length;
                }
            }

            while (WorldClock.RealTime < (startTime + startDuration))
            {
                yield return(null);
            }

            State = CutsceneState.Idling;

            if (VRMode && StaticCameraSeatStart != StaticCameraSeatIdle)
            {
                //we have to fade out/in before switching to a new static camera
                mWaitingForStaticFade = true;
                Frontiers.GUI.CameraFade.StartAlphaFade(Colors.Alpha(Color.black, 1f), false, 0.5f, 0f, () => {
                    mWaitingForStaticFade = false;
                });
                while (mWaitingForStaticFade)
                {
                    yield return(null);
                }
                mWaitingForStaticFade = true;
                Frontiers.GUI.CameraFade.StartAlphaFade(Colors.Alpha(Color.black, 1f), false, 0.5f, 0f, () => {
                    mWaitingForStaticFade = false;
                });
                while (mWaitingForStaticFade)
                {
                    yield return(null);
                }
            }

            RefreshCamera();
            Interfaces.BroadcastMessage("OnCutsceneIdleStart", SendMessageOptions.DontRequireReceiver);
            Props.BroadcastMessage("OnCutsceneIdleStart", SendMessageOptions.DontRequireReceiver);

            if (!FinishAutomatically)
            {
                while (State == CutsceneState.Idling)
                {
                    yield return(null);
                }
            }

            Interfaces.BroadcastMessage("OnCutsceneIdleEnd", SendMessageOptions.DontRequireReceiver);
            Props.BroadcastMessage("OnCutsceneIdleEnd", SendMessageOptions.DontRequireReceiver);

            State = CutsceneState.Finishing;

            if (VRMode && StaticCameraSeatIdle != StaticCameraSeatEnd)
            {
                //we have to fade out/in before switching to a new static camera
                mWaitingForStaticFade = true;
                Frontiers.GUI.CameraFade.StartAlphaFade(Colors.Alpha(Color.black, 1f), false, 0.5f, 0f, () => {
                    mWaitingForStaticFade = false;
                });
                while (mWaitingForStaticFade)
                {
                    yield return(null);
                }
                mWaitingForStaticFade = true;
                Frontiers.GUI.CameraFade.StartAlphaFade(Colors.Alpha(Color.black, 1f), false, 0.5f, 0f, () => {
                    mWaitingForStaticFade = false;
                });
                while (mWaitingForStaticFade)
                {
                    yield return(null);
                }
            }

            RefreshCamera();
            //if we're in vr mode and we have a specified hold period, use that for timing
            double endStartTime = WorldClock.RealTime;
            float  endDuration  = 0.01f;

            if (VRMode)
            {
                if (HoldStaticCameraStart >= 0)
                {
                    endDuration = HoldStaticCameraEnd;
                }
                else if (!string.IsNullOrEmpty(CameraAnimationFinishing))
                {
                    endDuration = CameraSeat.GetComponent <Animation>()[CameraAnimationFinishing].length;
                }
                //in vr mode we need at least 1 second to fade out
                endDuration = Mathf.Max(1f, endDuration);
            }
            else
            {
                //otherwise just use the camera animation
                if (!string.IsNullOrEmpty(CameraAnimationFinishing))
                {
                    endDuration = CameraSeat.GetComponent <Animation>()[CameraAnimationFinishing].length;
                }
            }

            //see if we need to start fading out before the animation is done
            double fadeOutStartTime = -1f;
            bool   shouldFade       = false;

            if (FadeOut | VRMode)
            {
                //we HAVE to fade out for vr mode or we'll get sick
                shouldFade       = true;
                FadeOutDuration  = Mathf.Min(FadeOutDuration, endDuration);
                fadeOutStartTime = endStartTime + endDuration - FadeOutDuration;
            }

            while (WorldClock.RealTime < (endStartTime + endDuration))
            {
                //see if we're supposed to start fading
                if (shouldFade && WorldClock.RealTime > fadeOutStartTime)
                {
                    Debug.Log("Starting fade out");
                    shouldFade = false;
                    Frontiers.GUI.CameraFade.StartAlphaFade(FadeOutColor, false, FadeOutDuration);
                }
                yield return(null);
            }

            if (!VRMode && !string.IsNullOrEmpty(CameraAnimationFinishing))
            {
                while (CameraSeat.GetComponent <Animation>()[CameraAnimationFinishing].normalizedTime < 1f)
                {
                    yield return(null);
                }
            }

            State = CutsceneState.Finished;
            OnFinished();
            yield break;
        }