public void CheckActEvent() { if (actEventHandler != null) { JSHelper.DebugLogError("actEventHandler not empty before init !"); } }
/// <summary> /// Play Effect Animation Event /// </summary> /// <param name="index">Index.</param> public void AnimationEvent(string index_pause) { string[] vars = index_pause.Split('_'); int index = int.Parse(vars [0]); float pause = float.Parse(vars [1]); if (animationEventInfos.Count == 0) { JSHelper.DebugLog("No animation event !"); } else if (animationEventInfos.Count <= index) { JSHelper.DebugLogError("Animation event index out of limit : " + index); } else { if (!animationEventInfos [index].selfParticle) { ParticleSystem.MainModule main = animationEventInfos [index].particles [0].main; main.simulationSpeed = JSTime.Instance.MainGameSceneDeltaTime; foreach (ParticleSystem par in animationEventInfos[index].particles) { par.Stop(); par.Play(); } if (pause > 0) { animator.speed = 0; StartCoroutine(DelayContinueAnimator(pause)); } } } }
// Use this for initialization void Start() { Instance = this; colliders.AddRange(GetComponentsInChildren <Collider> (true)); for (int i = 0; i < colliders.Count; ++i) { if (!colliderInfos.ContainsKey(colliders [i])) { colliderInfos.Add(colliders [i], colliders [i].GetComponent <JSColliderBase> ()); } else { JSHelper.DebugLogError("Contains same collider key : " + colliders [i].name); } } }
public override void ModifyMesh(VertexHelper vh) { if (!IsActive() || vh.currentVertCount == 0) { return; } Text text = GetComponent <Text>(); if (text == null) { JSHelper.DebugLogError("Missing Text component"); return; } List <UIVertex> vertexs = new List <UIVertex>(); vh.GetUIVertexStream(vertexs); int indexCount = vh.currentIndexCount; string[] lineTexts = text.text.Split('\n'); Line[] lines = new Line[lineTexts.Length]; for (int i = 0; i < lines.Length; i++) { if (i == 0) { lines[i] = new Line(0, lineTexts[i].Length + 1); } else if (i > 0 && i < lines.Length - 1) { lines[i] = new Line(lines[i - 1].EndVertexIndex + 1, lineTexts[i].Length + 1); } else { lines[i] = new Line(lines[i - 1].EndVertexIndex + 1, lineTexts[i].Length); } } UIVertex vt; for (int i = 0; i < lines.Length; i++) { for (int j = lines[i].StartVertexIndex + 6; j <= lines[i].EndVertexIndex; j++) { if (j < 0 || j >= vertexs.Count) { continue; } vt = vertexs[j]; vt.position += new Vector3(textSpacing * ((j - lines[i].StartVertexIndex) / 6), 0, 0); vertexs[j] = vt; if (j % 6 <= 2) { vh.SetUIVertex(vt, (j / 6) * 4 + j % 6); } if (j % 6 == 4) { vh.SetUIVertex(vt, (j / 6) * 4 + j % 6 - 1); } } } }