// 컷씬 발동 조건이 충족됐으면 컷씬을 연다. public void openAndLoadCutScene(CutSceneData selectCutScene) { nowOpenCutScene = true; #if UNITY_EDITOR Debug.LogError("openAndLoadCutScene selectCutScene : " + selectCutScene.id); #endif currentCutScene = selectCutScene; #if UNITY_EDITOR Debug.LogError("openAndLoadCutScene CutSceneManager.nowOpenCutSceneType : " + CutSceneManager.nowOpenCutSceneType); if (DebugManager.instance.useDebug && CutSceneMakerForDesigner.instance.useCutSceneMaker) { CutSceneManager.nowOpenCutSceneType = CutSceneManager.CutSceneType.Pre; } #endif if (CutSceneManager.nowOpenCutSceneType == CutSceneManager.CutSceneType.Pre) { currentCutScene.load(); GameManager.me.cutSceneManager.startCutScene(); #if UNITY_EDITOR GameManager.me.cutSceneManager.lbCutSceneId.text = currentCutScene.id; #endif } }
public void initCutScene() { nowOpenCutScene = false; currentCutScene = null; cutSceneCount = 0; readyCutScene = null; hasCutScene = false; blockControl = false; nowOpenCutSceneType = CutSceneManager.CutSceneType.Close; init(); if (string.IsNullOrEmpty(GameManager.me.stageManager.getCutSceneId()) == false) { string[] str = GameManager.me.stageManager.getCutSceneId().Split(','); readyCutScene = new CutSceneData[str.Length]; cutSceneCount = str.Length; for (int i = 0; i < cutSceneCount; ++i) { readyCutScene[i] = GameManager.info.cutSceneData[str[i]]; readyCutScene[i].init(); hasCutScene = true; status = Status.PREPARE; } return; } status = Status.NONE; }
public void startUnitSkillCamScene(string id, Vector3 centerPosition, UIPlay.SKILL_EFFECT_CAM_TYPE camType, int skillSlotIndex = -1, bool changeCameraClip = true) { #if UNITY_EDITOR if (BattleSimulator.nowSimulation) { return; } // if(camType == UIPlay.SKILL_EFFECT_CAM_TYPE.UnitSkill && UnitSkillCamMaker.instance.useUnitSkillCamMaker == false) return; #else //if(camType == UIPlay.SKILL_EFFECT_CAM_TYPE.UnitSkill) return; #endif if (string.IsNullOrEmpty(id) || GameManager.info.unitSkillCamData.ContainsKey(id) == false) { #if UNITY_EDITOR if (UnitSkillCamMaker.instance.useUnitSkillCamMaker) { foreach (KeyValuePair <string, CutSceneData> kv in GameManager.info.unitSkillCamData) { id = kv.Key; } } else #endif { return; } } if (camType != UIPlay.SKILL_EFFECT_CAM_TYPE.ChaserAttack) { GameManager.me.effectManager.skillCamParticleEffectVisibleIsHide(true); } GameManager.me.characterManager.restoreMonsterVisibleForSkillCam(); UIPlay.nowSkillEffectCamCenterPosition = centerPosition; UIPlay.nowSkillEffectCamStatus = UIPlay.SKILL_EFFECT_CAM_STATUS.Play; UIPlay.showMapAfterBackToGameCamFromSkillCam = false; UIPlay.nowSkillEffectCamType = camType; UIPlay.isFollowPlayerWhenSkillEffectCamIdle = false; _q.eulerAngles = new Vector3(0, 0, 0); GameManager.me.gameCameraContainer.transform.localRotation = _q; if (UIPlay.nowSkillEffectCamType == UIPlay.SKILL_EFFECT_CAM_TYPE.HeroSkill) { UIPlayUnitSlot.lastActiveSkillUseSlotIndex = -1; usingSkillSlotIndex = skillSlotIndex; } else { usingSkillSlotIndex = -1; } if (camType != UIPlay.SKILL_EFFECT_CAM_TYPE.ChaserAttack) { initUnitSkillCamMonsterVisible(); } nowOpenCutScene = true; nowOpenCutSceneType = CutSceneType.UnitCam; currentCutScene = GameManager.info.unitSkillCamData[id]; currentCutScene.load(true); currentCutScene.init(); init(); if (changeCameraClip) { useUnitCamCamra = true; // useCutSceneCameraWithoutClipSetting(); } else { useCutSceneCameraWithoutClipSetting(); } currentCutScene.status = CutSceneData.STATUS.PLAY; currentCutScene.update(); // 0초 이하인 이벤트는 여기에서 바로 실행시켜준다. btnCutSceneSpeed.gameObject.SetActive(false); nowCutSceneSpeed = 1; prevCutSceneSpeed = 1; }