//Views are pieces of pages that can be slid in and out. //Views are under development and not used in the HLD app //TODO: create View Handling #endregion //When a button is pressed, the app screen will slide in at a specified rate. Rate=1.0f will move instantly reveal the screen, //Other rates will allow the screen to slide in from the right. public IEnumerator MoveScreenIn(bool initializing = false) { //if (!(InternetRequired && !UIB_PageManager.InternetActive)) ToggleCanvas(true); float lerp = 0; var tmp = rate; if (initializing) { tmp = 1; } // while (true && !(InternetRequired && !UIB_PageManager.InternetActive)) while (true) { rt.anchoredPosition = new Vector2(0, 0); lerp += tmp; if (rt.anchoredPosition == new Vector2(0, 0)) { break; } yield return(null); } PageOnScreen = true; OnActivated?.Invoke(); //should always be last yield break; }
public IEnumerator SkillRoutine(Vector3 baseScale) { Vector3 pos = actor.transform.position; yield return(new WaitForSeconds(0.5f)); Sequence s = DOTween.Sequence(); Vector3 scale = new Vector3(scaleSize, scaleSize, scaleSize); s.Append(actor.transform.DOBlendableScaleBy(scale, duration)); yield return(new WaitForSeconds(duration)); GameObject effectInstance = Instantiate(particleEffect, pos + (Vector3.up * animYOffset), particleEffect.transform.rotation); //effectInstance.transform.SetParent(actor.transform); if (audioManager) { audioManager.PlaySFX("Cast_War_Cry"); } yield return(new WaitForSeconds(2f)); s.Append(actor.transform.DOScale(baseScale, duration)); yield return(new WaitForSeconds(duration)); OnActivated.Invoke(); base.SkillEffectEnd(); actor.GetComponent <CustomCharacterController>().OnDestinationReach.Invoke(); }
public IEnumerator SkillRoutine(Vector3 origin) { yield return(new WaitForSeconds(0.5f)); Sequence s = DOTween.Sequence(); s.Append(actor.transform.DOMoveY(riseRange, riseDuration)); yield return(new WaitForSeconds(riseDuration)); Vector3 rotate = new Vector3(0, 180, 0); s.Append(actor.transform.DOBlendableRotateBy(rotate, spinTime)); s.Append(actor.transform.DOBlendableRotateBy(rotate, spinTime)); s.Append(actor.transform.DOBlendableRotateBy(rotate, spinTime)); s.Append(actor.transform.DOBlendableRotateBy(rotate, spinTime).OnComplete(Effect)); if (audioManager) { audioManager.PlaySFX("Cast_Ice_Shield"); } yield return(new WaitForSeconds(spinDuration)); s.Append(actor.transform.DOMove(origin, riseDuration)); OnActivated.Invoke(); base.SkillEffectEnd(); actor.GetComponent <CustomCharacterController>().OnDestinationReach.Invoke(); }
public IEnumerator SkillRoutine(CustomCharacterController cc, Vector3 origin) { yield return(new WaitForSeconds(0.5f)); float facing = -90; //Rise Up Sequence s = DOTween.Sequence(); s.Append(actor.transform.DOMoveY(riseRange, riseDuration)); yield return(new WaitForSeconds(riseDuration)); //Move To Enemy Bounds bound = new Bounds(); foreach (var item in enemies) { bound.Encapsulate(item.transform.position); } Vector3 movePoint = bound.center; movePoint.y += movePointYOffset; s.Append(actor.transform.DOMove(movePoint, moveToDuration)); yield return(new WaitForSeconds(moveToDuration)); //Wind Up Vector3 rotate = new Vector3(windUp - actor.transform.rotation.x, facing, 0); s.Append(actor.transform.DORotate(rotate, windUpDuration)); s.Append(actor.transform.DOPunchScale(new Vector3(2, 2, 2), windUpDuration, 5, 0.5f)); yield return(new WaitForSeconds(windUpDuration)); //Slam rotate = new Vector3(0, 180, 0); s.Append(actor.transform.DOBlendableRotateBy(rotate, heliSpeed)); rotate = new Vector3(0, 180, 0); s.Append(actor.transform.DOBlendableRotateBy(rotate, heliSpeed)); rotate = new Vector3(0, 180, 0); s.Append(actor.transform.DOBlendableRotateBy(rotate, heliSpeed)); rotate = new Vector3(0, 180, 0); s.Append(actor.transform.DOBlendableRotateBy(rotate, heliSpeed)); foreach (var item in enemies) { DealDamage(item, damage); } GameObject effectInstance = Instantiate(wideSlashEffect, actor.transform.position + (Vector3.up * animYOffset), wideSlashEffect.transform.rotation); OnActivated.Invoke(); yield return(new WaitForSeconds(heliDuration)); s.Append(actor.transform.DORotate(new Vector3(0, facing, 0), 0.1f)); movePoint = origin; s.Append(actor.transform.DOMove(movePoint, returnDuration).OnComplete(SkillEffectEnd)); yield return(new WaitForSeconds(returnDuration)); cc.GetComponent <CustomCharacterController>().OnDestinationReach.Invoke(); }
void UpdateInteraction() { if (!Active) return; if (Input.GetKeyDown(KeyCode.Space) || AutoInteract) if (OnActivated != null) OnActivated.Invoke(); }
public static void OnActivatedInternal(string args, NotificationUserInput input, string aumid) { OnActivated?.Invoke(new NotificationActivatiedEventArgs() { Arguments = args, UserInput = input }); }
public void Interact(PlayerInteraction _player) { if (player == null) { player = _player.GetComponent <Player>(); player.PlayerStatus.isInteracting = true; player.PlayerStatus.CanWalk = false; onActivated.Invoke(true); } else { player.PlayerStatus.isInteracting = false; player.PlayerStatus.CanWalk = true; player = null; onActivated.Invoke(false); } }
// Trigger activation events public void TriggerActivated() { OnActivated?.Invoke(this, EventArgs.Empty); if (!IsActive) { IsActive = true; OnChangedActivation?.Invoke(this, EventArgs.Empty); } }
/// <summary> /// Intermediary function used for networking the call of OnActivated /// </summary> private void Trigger(int id) { ButtonReactions buttonReactions = GetComponent <ButtonReactions>(); if (buttonReactions) { buttonReactions.cachedID = id; } OnActivated.Invoke(); }
public override IEnumerator SkillRoutine(CustomCharacterController cc, Vector3 origin) { yield return(new WaitForSeconds(0.5f)); Sequence s = DOTween.Sequence(); //Move To Enemy Vector3 movePoint = new Vector3(enemy.transform.position.x - targetOffset, enemy.transform.position.y, enemy.transform.position.z); s.Append(actor.transform.DOMove(movePoint, moveToDuration)); yield return(new WaitForSeconds(moveToDuration)); //Wind Up Vector3 rotate = new Vector3(windUp - actor.transform.rotation.x, 90, 0); s.Append(actor.transform.DORotate(rotate, windUpDuration)); s.Append(actor.transform.DOPunchScale(new Vector3(2, 2, 2), windUpDuration, 5, 0.5f)); yield return(new WaitForSeconds(windUpDuration)); //Slam rotate = new Vector3(slam + actor.transform.rotation.x, 90, 0); s.Append(actor.transform.DORotate(rotate, slamDuration)); DealDamage(enemy, Damage); //Add Bleed buff to enemy BuffReciever bReceiver = enemy.GetComponent <BuffReciever>(); if (bReceiver.FindBuff(_BleedDebuff) == false) { bReceiver.AddBuff(_BleedDebuff); } else { bReceiver.FindBuff(_BleedDebuff).duration = _BleedDebuff.duration; } OnActivated.Invoke(); if (audioManager) { audioManager.PlaySFX("Hit"); } yield return(new WaitForSeconds(slamDuration)); s.Append(actor.transform.DORotate(new Vector3(0, 90, 0), 0.1f)); movePoint = origin; s.Append(actor.transform.DOMove(movePoint, returnDuration).OnComplete(SkillEffectEnd)); yield return(new WaitForSeconds(returnDuration)); cc.OnDestinationReach.Invoke(); }
public override void SkillEffectEnd() { CustomCharacterController characterController = actor.GetComponent <CustomCharacterController>(); //To Give listener that damage is done OnActivated.Invoke(); characterController.OnDestinationReach.Invoke(); //CameraShake camShake = Camera.main.GetComponent<CameraShake>(); //camShake.CameraShakeByDefault(); base.SkillEffectEnd(); }
protected virtual void Activate() { _isActive = !_isActive; // Change the active sprite of the object. Sprite currentSprite = _isActive ? activeSprite : inactiveSprite; outlineRenderer.sprite = currentSprite; _spriteRenderer.sprite = currentSprite; OnActivated?.Invoke(_isActive); }
public IEnumerator SkillRoutine(Vector3 origin) { yield return(new WaitForSeconds(0.5f)); Sequence s = DOTween.Sequence(); s.Append(actor.transform.DOMoveY(riseRange, riseDuration)); yield return(new WaitForSeconds(riseDuration)); Vector3 rotate = new Vector3(0, 180, 0); s.Append(actor.transform.DOBlendableRotateBy(rotate, spinTime)); s.Append(actor.transform.DOBlendableRotateBy(rotate, spinTime)); s.Append(actor.transform.DOBlendableRotateBy(rotate, spinTime)); s.Append(actor.transform.DOBlendableRotateBy(rotate, spinTime)); if (audioManager) { audioManager.PlaySFX("Cast_Ice_Shield"); } yield return(new WaitForSeconds(spinDuration)); actor.GetComponent <Character>().Mana -= cost; //Buff Settings _DoubleAttackBuff.BaseValue = _Intensity.Levels[IntensityLevel - 1].IDatas.First(); BuffReciever bReceiver = actor.GetComponent <BuffReciever>(); if (bReceiver.FindBuff(_DoubleAttackBuff) == false) { bReceiver.AddBuff(_DoubleAttackBuff); } else { bReceiver.FindBuff(_DoubleAttackBuff).duration = _DoubleAttackBuff.duration; } s.Append(actor.transform.DOMove(origin, riseDuration)); yield return(new WaitForSeconds(riseDuration)); OnActivated.Invoke(); base.SkillEffectEnd(); actor.GetComponent <CustomCharacterController>().OnDestinationReach.Invoke(); }
private void Start() { if (blurTrigger == null || blurMaskObject == null) { return; } blurTrigger.OnPointerEnterEvent += () => { blurMaskObject.SetActive(true); OnActivated?.Invoke(); }; blurTrigger.OnPointerExitEvent += () => { blurMaskObject.SetActive(false); OnDeactivated?.Invoke(); }; }
private void OnTriggerEnter(Collider other) { WeightedObject o = other.GetComponent <WeightedObject>(); if (o == null) { return; } bool wasActivated = Activated; activeObjects.Add(o.gameObject, o.Weight); AddObject(o); if (wasActivated != Activated) { OnActivated.Invoke(); } }
public override IEnumerator SkillRoutine(CustomCharacterController cc, Vector3 origin) { yield return(new WaitForSeconds(0.5f)); Sequence s = DOTween.Sequence(); Vector3 movePoint = new Vector3(enemy.transform.position.x - targetOffSet, enemy.transform.position.y, enemy.transform.position.z); s.Append(actor.transform.DOMove(movePoint, travelDuration)); yield return(new WaitForSeconds(travelDuration)); SpawnShield(); yield return(new WaitForSeconds(spawnDuration)); Vector3 rotate = new Vector3(windUp - actor.transform.rotation.x, 90, 0); s.Append(actor.transform.DORotate(rotate, windUpDuration)); s.Append(actor.transform.DOPunchScale(new Vector3(2, 2, 2), windUpDuration, 5, 0.5f)); yield return(new WaitForSeconds(windUpDuration)); //Slam rotate = new Vector3(slam + actor.transform.rotation.x, 90, 0); shieldTarget = enemy.transform.position; s.Append(actor.transform.DORotate(rotate, slamDuration).OnStart(MoveShield)); DealDamage(enemy, Damage); OnActivated.Invoke(); Quaternion rotation = Quaternion.Euler(-90, 0, 0); yield return(new WaitForSeconds(slamDuration)); s.Append(actor.transform.DORotate(new Vector3(0, 90, 0), 0.1f)); yield return(new WaitForSeconds(0.1f)); //DestroyShield(); movePoint = origin; s.Append(actor.transform.DOMove(movePoint, returnDuration).OnComplete(SkillEffectEnd)); yield return(new WaitForSeconds(returnDuration)); actor.GetComponent <CustomCharacterController>().OnDestinationReach.Invoke(); }
//TODO: Change this to something more flexible public IEnumerator SkillRoutine(CustomCharacterController cc, Vector3 origin) { //Move towards yield return(new WaitForSeconds(0.5f)); Sequence s = DOTween.Sequence(); s.Append(actor.transform.DOMoveY(riseRange, riseDuration)); yield return(new WaitForSeconds(riseDuration)); //Move To Enemy Vector3 movePoint = new Vector3(enemy.transform.position.x - targetOffset, enemy.transform.position.y, enemy.transform.position.z); s.Append(actor.transform.DOMove(movePoint, moveToDuration)); yield return(new WaitForSeconds(moveToDuration)); //Wind Up Vector3 rotate = new Vector3(windUp - actor.transform.rotation.x, -90, 0); s.Append(actor.transform.DORotate(rotate, windUpDuration)); s.Append(actor.transform.DOPunchScale(new Vector3(2, 2, 2), windUpDuration, 5, 0.5f)); yield return(new WaitForSeconds(windUpDuration)); //Slam rotate = new Vector3(slam + actor.transform.rotation.x, -90, 0); s.Append(actor.transform.DORotate(rotate, slamDuration)); DealDamage(enemy, damage); OnActivated.Invoke(); Quaternion rotation = Quaternion.Euler(-90, 0, 180); GameObject effectInstance = Instantiate(slashEffect, actor.transform.position + (Vector3.up * animYOffset), rotation); yield return(new WaitForSeconds(slamDuration)); s.Append(actor.transform.DORotate(new Vector3(0, -90, 0), 0.1f)); movePoint = origin; s.Append(actor.transform.DOMove(movePoint, returnDuration).OnComplete(SkillEffectEnd)); yield return(new WaitForSeconds(returnDuration)); actor.GetComponent <CustomCharacterController>().OnDestinationReach.Invoke(); }
public virtual IEnumerator SkillRoutine(CustomCharacterController cc, Vector3 origin) { //Move towards cc.destination = (enemy.transform.position); cc.stopRange = 1; while (true) { if (Vector3.Distance(cc.transform.position, enemy.transform.position) <= cc.stopRange) { DealDamage(enemy, IntensityLevel); OnActivated.Invoke(); break; } yield return(null); } CameraShake camShake = Camera.main.GetComponent <CameraShake>(); camShake.CameraShakeByDefault(); //Move Back cc.destination = (origin); cc.OnDestinationReach.AddListener(SkillEffectEnd); }
public void Update() { entityCache.GetAwaitingActivation().ForEach(entity => { var attrs = entityAttributes[entity.Id.Index]; attrs.Activated = true; OnActivated?.Invoke(this, new EntityEventArgs() { Entity = entity }); }); entityCache.GetAwaitingDeactivation().ForEach(entity => { var attrs = entityAttributes[entity.Id.Index]; attrs.Activated = false; OnDeactivated?.Invoke(this, new EntityEventArgs() { Entity = entity }); }); entityCache.GetZombies().ForEach(entity => { OnDestroy?.Invoke(this, new EntityEventArgs() { Entity = entity }); entity.Destroy(); entityCache.RemoveAlive(entity); entityAttributes.Remove(entity.Id.Index); entityComponents.Remove(entity.Id.Index); entityIdPool.Remove(entity.Id); }); entityCache.ClearTemp(); }
private void OnMouseDown(MouseDownEvent evt) { if (_active) { evt.StopImmediatePropagation(); return; } if (!target.ContainsPoint(evt.localMousePosition) || !CanStartManipulation(evt)) { return; } if (_moveTarget == null) { _moveTarget = target; } if (_snapCenterToMouse) { StartPosition = new Vector2(_moveTarget.layout.width * 0.5f, _moveTarget.layout.height * 0.5f); Vector2 position = _moveTarget.ChangeCoordinatesTo(_moveTarget.parent, target.ChangeCoordinatesTo(_moveTarget, evt.localMousePosition) - StartPosition); _moveTarget.style.left = position.x; _moveTarget.style.top = position.y; } else { StartPosition = target.ChangeCoordinatesTo(_moveTarget, evt.localMousePosition); } _active = true; target.CaptureMouse(); OnActivated?.Invoke(evt); evt.StopPropagation(); }
public virtual void Activate() { Activated = true; OnActivated?.Invoke(); }
protected void InvokeActivated() { OnActivated?.Invoke(); }
public void NotifyOnActivated() { OnActivated?.Invoke(this); }
public override IEnumerator SkillRoutine(CustomCharacterController cc, Vector3 origin) { yield return(new WaitForSeconds(0.5f)); string sound; int rng = Random.Range(0, 100); if (rng == 0) { sound = "Spoof_BackStab"; } else { sound = "Disappear_BackStab"; } Sequence s = DOTween.Sequence(); s.Append(actor.transform.DOMoveY(riseRange, riseDuration).OnComplete(DisappearParticle)); yield return(new WaitForSeconds(riseDuration)); if (audioManager) { audioManager.PlaySFX(sound); } actor.transform.position = new Vector3(enemy.transform.position.x + targetOffset, enemy.transform.position.y, enemy.transform.position.z); actor.transform.rotation = Quaternion.Euler(0, -90, 0); AppearParticle(); Vector3 rotate = new Vector3(windUp - actor.transform.rotation.x, -90, 0); s.Append(actor.transform.DORotate(rotate, windUpDuration)); s.Append(actor.transform.DOPunchScale(new Vector3(2, 2, 2), windUpDuration, 5, 0.5f)); yield return(new WaitForSeconds(windUpDuration)); rotate = new Vector3(slam + actor.transform.rotation.x, -90, 0); s.Append(actor.transform.DORotate(rotate, slamDuration)); DealDamage(enemy, Damage); OnActivated.Invoke(); yield return(new WaitForSeconds(slamDuration)); yield return(new WaitForSeconds(0.2f)); s.Append(actor.transform.DORotate(new Vector3(0, -90, 0), retunrDuration).OnComplete(DisappearParticle)); yield return(new WaitForSeconds(retunrDuration)); if (audioManager) { audioManager.PlaySFX(sound); } SkillEffectEnd(); yield return(new WaitForSeconds(0.2f)); actor.transform.position = origin; actor.transform.rotation = Quaternion.Euler(0, 90, 0); yield return(new WaitForSeconds(0.2f)); actor.GetComponent <CustomCharacterController>().OnDestinationReach.Invoke(); AppearParticle(); }
void OnEnable() { _collider.enabled = false; OnActivated?.Invoke(this.gameObject); _currentHealth = _startingHealth; }
public static void CallOnActivation(int id) { OnActivated?.Invoke(id); }
private void Activated(object sender, System.EventArgs args) { Input.Input.Instance?.OnGameActivated(); OnActivated?.Invoke(); }