public void LoadHWAssignment(int number) { loadSequence.ClearSequence(); fadeImage.gameObject.SetActive(true); // Do fade out on loadSequence when we have a fade image if (fadeImage != null) { loadSequence.Property( new FFRef <Color>(() => fadeImage.color, (v) => fadeImage.color = v), Color.black, FFEase.E_Continuous, fadeTime); } loadSequence.Sync(); loadSequence.Call(LoadLevelByName, "HW" + number); }
// Update is called once per frame void Update() { float lightLevel = FindObjectOfType <GlobalLightChecker>().GetTotalLightLevel(transform); if ((!mCrying && lightLevel >= 1.5f) || (!mCrying && mGoCryHackSwitch)) { mCrying = true; mMyActionList.ClearSequence(); GetComponent <ExPathFollower>().enabled = false; StartCoroutine("GoCry"); var text = "ScareAway"; var box = FFMessageBoard <CustomDialogOn> .Box((string)text); CustomDialogOn cdo; cdo.tag = (string)text; box.SendToLocal(cdo); } else if ((mCrying && GameMath.DistanceBetween(this, mCryingPlace) <= 3.0f && lightLevel >= 2.5f) || mBeCuredHackSwitch) { var text = "Rescue"; var box = FFMessageBoard <CustomDialogOn> .Box((string)text); CustomDialogOn cdo; cdo.tag = (string)text; box.SendToLocal(cdo); // Become human? Destroy(this); } }
void SetCursorDelayed(Sprite sprite, Color color, float delay = 0.5f) { cursorDelaySprite = sprite; cursorDelayColor = color; cursorDelaySeq.ClearSequence(); cursorDelaySeq.Delay(delay); cursorDelaySeq.Sync(); cursorDelaySeq.Call(SetCursorDelayedSeq); }
// Update is called once per frame void Update() { Vector3 newAveragePos = new Vector3(); Vector3 topRight = new Vector3(float.NegativeInfinity, float.NegativeInfinity); Vector3 botLeft = new Vector3(float.PositiveInfinity, float.PositiveInfinity); { // get Average Position for (int i = 0; i < targets.Length; ++i) { newAveragePos += new Vector3( targets[i].position.x, 0, targets[i].position.z); topRight.x = Mathf.Max(topRight.x, targets[i].position.x); topRight.y = Mathf.Max(topRight.y, targets[i].position.y); botLeft.x = Mathf.Min(botLeft.x, targets[i].position.x); botLeft.y = Mathf.Min(botLeft.y, targets[i].position.y); } newAveragePos /= 3.0f; var forward = Vector3.Normalize(Camera.transform.forward); newAveragePos += -forward * 35.0f; newAveragePos += offset; } // Adjust Camera Position if ((newAveragePos - targetPosition).magnitude > PositionLeash) { // Update movementSequence targetPosition = newAveragePos; movementSeq.ClearSequence(); movementSeq.Property(ffposition, targetPosition, FFEase.E_SmoothEnd, AdjustmentTime); } float cameraSize = Mathf.Clamp( Mathf.Max(topRight.x - botLeft.x, topRight.y - botLeft.y), MinCameraSize, MaxCameraSize) * 0.6f; if (Mathf.Abs(cameraSize - targetSize) > SizeLeash) { // Update SizeSequence targetSize = cameraSize; Vector3 scaleSize = new Vector3( 1.0f + ((targetSize / MinCameraSize) - 1), 1.0f + ((targetSize / MinCameraSize) - 1), 1.0f + ((targetSize / MinCameraSize) - 1)); sizeSeq.ClearSequence(); sizeSeq.Property(RefCameraSize(), targetSize, FFEase.E_SmoothEnd, AdjustmentTime); sizeSeq.Property(ffscale, scaleSize, FFEase.E_SmoothEnd, AdjustmentTime); } }
// Update is called once per frame void Update() { if (FindObjectOfType <GlobalLightChecker>().GetTotalLightLevel(transform) >= 0.2) { if (!GetComponent <ControllerPlayerController>()) { Destroy(gameObject); } else { //un grueize GetComponent <Collider>().isTrigger = false; mConvertMaybe.ClearSequence(); // change model back to normal Destroy(this); } } if (mStunTime >= 0.0f) { mStunTime -= Time.deltaTime; } if (mStunTime > 0.0f) { myRidigBody.velocity = Vector3.zero; return; } if (GameMath.DistanceBetween(this, mTarget) < mStunRange) { mConvertMaybe.Delay(mMaxStunTime); mConvertMaybe.Sync(); mConvertMaybe.Call(StunFinish); mConvertMaybe.Sync(); this.mStunTime = mMaxStunTime; mTarget.GetComponent <ControllerPlayerController>().mStunTime = mMaxStunTime; } Vector3 movementVector = GameMath.UnitVectorBetween(this, mTarget); movementVector *= accelerationSpeed * Time.deltaTime; myRidigBody.AddForce(movementVector); if (myRidigBody.velocity.magnitude >= maxSpeed) { myRidigBody.velocity = myRidigBody.velocity.normalized * maxSpeed; } transform.rotation = Quaternion.AngleAxis( Mathf.Atan2(myRidigBody.velocity.x * -1, myRidigBody.velocity.z) * 180 / Mathf.PI , Vector3.down); }
private void OnPlayerMoveAction(ExPlayerMoveAction e) { // Set position transform.position = e.position; Vector3 moveDirection = e.moveDirection; // clear sequence and add new one, time warp to catup on // our game MoveSeq.ClearSequence(); MoveSequenceCall(moveDirection); MoveSeq.TimeWarpFrom(e.time); }
public void Move(int index) { seq.ClearSequence(); int currIndex = currentPointNumber; currentPointNumber = index; if (index >= currIndex)// move forward { MoveForward(); } else { MoveBackward(); } }