public void CreateImage() { if (image_to_place == null) { Debug.LogError("image_to_place is empty in StaticImageNode. Make sure to fill that field in.", this.gameObject); Finish_Node(); return; } // Create a new gameobject GameObject go = new GameObject(image_to_place.name); if (place_in_foreground) { go.transform.SetParent(UIManager.ui_manager.foreground_static_image_parent); } else { go.transform.SetParent(UIManager.ui_manager.background_static_image_parent); } go.transform.localScale = Vector3.one; Image im = go.AddComponent <Image>(); im.sprite = image_to_place; SaveManager.SetSaveFeature(this, go); // Set the size of the image switch (size_option) { case Image_Size.native_size: im.SetNativeSize(); // 0,0, being center, -0.5,-0.5 being bottom left, 0.5,0.5 being top right go.transform.localPosition = new Vector3(image_coordinates.x * UIManager.ui_manager.canvas_width, image_coordinates.y * UIManager.ui_manager.canvas_height, 1); break; case Image_Size.fit_whole_screen: im.rectTransform.anchorMin = new Vector2(0, 0); im.rectTransform.anchorMax = new Vector2(1, 1); im.rectTransform.pivot = new Vector2(0.5f, 0.5f); im.rectTransform.sizeDelta = Vector2.zero; im.rectTransform.localPosition = Vector2.zero; break; case Image_Size.custom_size: go.transform.localPosition = new Vector3(image_coordinates.x * UIManager.ui_manager.canvas_width, image_coordinates.y * UIManager.ui_manager.canvas_height, 1); im.rectTransform.pivot = new Vector2(0.5f, 0.5f); im.rectTransform.sizeDelta = custom_image_size; break; } if (fade_in_new_image) { StartCoroutine(UIManager.ui_manager.Fade_In_Image(im, fade_in_time)); } }
public override void Run_Node() { StartCoroutine(AudioManager.audio_manager.Fade_Out_Music(5)); AudioManager.audio_manager.Set_Music(gameObject.GetComponent <AudioSource>().clip); SaveManager.SetSaveFeature(this, AudioManager.audio_manager.background_music_audio_source.gameObject); Finish_Node(); }
public override void Run_Node() { if (new_music == null || new_music == AudioManager.audio_manager.background_music_audio_source.clip) { SaveManager.RemoveSaveFeature(AudioManager.audio_manager.background_music_audio_source.gameObject); Finish_Node(); return; } SaveManager.SetSaveFeature(this, AudioManager.audio_manager.background_music_audio_source.gameObject); if (fadeOutPreviousMusic && AudioManager.audio_manager.background_music_audio_source.isPlaying) { // Fade out the previous background music for a smooth transition StartCoroutine(AudioManager.audio_manager.Fade_Out_Music(fadeOutTime)); StartCoroutine(Wait(fadeOutTime)); // Wait, then add our background music } else { // If not fading out the previous background music, move the Child of this object that has the AudioSource // to be the child of MusicManager and have it play the AudioSource AudioManager.audio_manager.Set_Music(new_music); Finish_Node(); } }
public override void Run_Node() { if (new_ambience == AudioManager.audio_manager.ambience_audio_source.clip && AudioManager.audio_manager.ambience_audio_source.volume != 0) { Debug.Log("Ambience is already playing", this.gameObject); Finish_Node(); return; } SaveManager.SetSaveFeature(this, AudioManager.audio_manager.ambience_audio_source.gameObject); if (fade_out_previous_ambience && AudioManager.audio_manager.ambience_audio_source.isPlaying) { // Fade out the previous ambience sounds for a smooth transition StartCoroutine(AudioManager.audio_manager.Fade_Out_Ambience(fadeOutTime)); StartCoroutine(Wait(fadeOutTime)); // Wait, then add our background music } else { // If not fading out the previous ambience sounds, move the Child of this object that has the AudioSource // to be the child of MusicManager and have it play the AudioSource Debug.Log("Setting ambience " + new_ambience.name); AudioManager.audio_manager.Set_Ambience(new_ambience); Finish_Node(); } }
public override void Run_Node() { Actor actor = ActorManager.Get_Actor(actor_name); Vector3 scale = actor.transform.localScale; scale.x = -scale.x; actor.transform.localScale = scale; SaveManager.SetSaveFeature(this, actor.gameObject); Finish_Node(); }
public override void Run_Node() { if (ActorManager.Is_Actor_On_Scene(actor_name)) { Actor actor = ActorManager.Get_Actor(actor_name); SaveManager.SetSaveFeature(this, actor.gameObject); Debug.Log("Actor on scene " + actor.actor_name); if (fade_in_new_image) { Sprite old_sprite = actor.cur_image.overrideSprite; if (lighten_actor) { actor.Lighten(); } if (bring_actor_to_front) { ActorManager.Bring_Actor_To_Front(actor); } // Fade out old image actor.fading_child_image.gameObject.SetActive(true); actor.fading_child_image.overrideSprite = old_sprite; // Set colour of old image to match current image actor.fading_child_image.color = actor.cur_image.color; actor.fading_child_image.GetComponent <RectTransform>().sizeDelta = actor.rect.sizeDelta; StartCoroutine(Fade_Out_Coroutine(fade_out_time, actor.fading_child_image)); // Fade in new image actor.cur_image.overrideSprite = new_image; StartCoroutine(Fade_In_Coroutine(fade_out_time, actor.cur_image)); // Wait before we allow it to finish StartCoroutine(Wait(actor, fade_out_time * 1.1f)); } else { Debug.Log("Actor on scene " + actor.actor_name); actor.cur_image.overrideSprite = new_image; Finish_Node(); } } else { Finish_Node(); Debug.Log(actor_name + " is not on the scene. Remember to correctly name your actor and use 'EnterActorNode'"); } }
public override void Run_Node() { Actor actor_script; // Check if the actor is already present if (ActorManager.Is_Actor_On_Scene(actor_name)) { // Actor is already on the scene Debug.Log("Actor " + actor_name + " already on scene"); actor_script = ActorManager.Get_Actor(actor_name).GetComponent <Actor>(); Finish_Node(); return; } else { // Actor is not in the scene. Instantiate it if (VNSceneManager.verbose_debug_logs) { Debug.Log("Creating new actor " + actor_name); } if (destination == Actor_Positions.CUSTOM && custom_position != null) { actor_script = ActorManager.Instantiate_Actor(actor_name, destination, custom_position); } else { actor_script = ActorManager.Instantiate_Actor(actor_name, destination); } } SaveManager.SetSaveFeature(this, actor_script.gameObject); switch (entrance_type) { case Entrance_Type.Slide_In: actor_script.Slide_In(destination, 2.0f); Finish_Node(); break; case Entrance_Type.Fade_In: actor_script.Place_At_Position(destination); actor_script.Fade_In(fade_in_time); StartCoroutine(Wait(fade_in_time + 0.2f)); break; case Entrance_Type.None: Finish_Node(); break; } }
public bool fade_in; // Set the background to black immediately, then fade in the background image public override void Run_Node() { activateImage(); // Ensure whatever image we're operating on is active if (!fade_in && !fade_out) // && !fade_out_then_in_background) { // Simply set background or foreground and end if we aren't fading if (!set_foreground) { UIManager.ui_manager.background.sprite = sprite; UIManager.ui_manager.background.color = Color.white; } else { UIManager.ui_manager.foreground.sprite = sprite; UIManager.ui_manager.foreground.color = Color.white; } Finish_Node(); } else { if (fade_out && fade_in) { StartCoroutine(Fade_Out_Then_In_Coroutine(2.0f)); } else if (fade_in) { StartCoroutine(Fade_In_Coroutine(2.0f)); } else if (fade_out) { StartCoroutine(Fade_Out_Coroutine(2.0f)); } } // Ensure we save the foreground or background in case the user Saves and Loads the game later if (set_foreground) { SaveManager.SetSaveFeature(this, UIManager.ui_manager.foreground.gameObject); } else { SaveManager.SetSaveFeature(this, UIManager.ui_manager.background.gameObject); } }
public override void Run_Node() { activateImage(); // Ensure whatever image we're operating on is active if (!fade_in && !fade_out) // && !fade_out_then_in_background) { // Simply set background and end if we aren't fading if (set_foreground) { UIManager.ui_manager.foreground.sprite = getImage().sprite; SaveManager.SetSaveFeature(this, UIManager.ui_manager.foreground.gameObject); } else { UIManager.ui_manager.background.sprite = getImage().sprite; SaveManager.SetSaveFeature(this, UIManager.ui_manager.background.gameObject); } Finish_Node(); } else { if (fade_out && fade_in) { StartCoroutine(Fade_Out_Then_In_Coroutine(2.0f)); } else if (fade_in) { StartCoroutine(Fade_In_Coroutine(2.0f)); } else if (fade_out) { StartCoroutine(Fade_Out_Coroutine(2.0f)); } } if (!wait_for_all_fading) { Finish_Node(); } }