static public int Stop(IntPtr l) { try { UnityEngine.Playables.PlayableDirector self = (UnityEngine.Playables.PlayableDirector)checkSelf(l); self.Stop(); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static int Stop(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); UnityEngine.Playables.PlayableDirector obj = (UnityEngine.Playables.PlayableDirector)ToLua.CheckObject <UnityEngine.Playables.PlayableDirector>(L, 1); obj.Stop(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private IEnumerator Anim() { musicManager.StopImmediately(); musicManager.FadeInNewSong( deathBlobMusic, Mathf.Max(2f, alembicBlobStartTime - 2f), true ); // Just disable pausing during end sequence so the music is timed well enough PauseManager.Instance.PausingAllowed = false; StartCoroutine(RunScreenShakeCoroutine(initialScreenshakeAnimation)); bool directorStarted = false; float animLength = Util.AnimationCurveLengthTime(ghostBonesAnimation); for (float timer = 0.0f; timer < animLength && !(_deathBlobCollided); timer += Time.deltaTime) { ghostBones.material.SetFloat("_Extrusion", ghostBonesAnimation.Evaluate(timer)); if (timer >= alembicBlobStartTime && !directorStarted) { deathBlob.SetActive(true); director.Play(); blobDetection.gameObject.SetActive(true); blobDetection.StartDetection(); } yield return(null); } // OR together any other bools for waiting while (!_deathBlobCollided) { yield return(null); } // Check which of the changed bools triggered and what ending to show. if (_deathBlobCollided) { MainCamera.Effects.SetFadeColor(Color.black); MainCamera.Effects.CrossFade(0f, true); playerController.ReleaseControl(); director.Stop(); deathBlob.SetActive(false); castleDoor.CloseDoor(); yield return(MusicCustomFadeOut()); #if false deathAnimation.SetTrigger("PlayAnimation"); deathView.RequestView(); MainCamera.Effects.SetColorInvert(true); MainCamera.Effects.CrossFade(5f, false); yield return(new WaitForSeconds(12f)); MainCamera.Effects.CrossFade(5f, true); yield return(new WaitForSeconds(6f)); GlobalData.HasCompletedGame = true; UnityEngine.SceneManagement.SceneManager.LoadScene(0); #else UnityEngine.SceneManagement.SceneManager.LoadScene(2); PauseManager.Instance.PausingAllowed = true; #endif } }