static public void UpdateTarget(PC_Base NEW) { if (TargetTL != null) { TargetTL.GetComponent <PC_Type_Moover>().controlled = false; } TargetTL = NEW.GetComponentInParent <PC_Inst_Timeline>(); TargetTL.GetComponent <PC_Type_Moover>().controlled = true; }
void Start() { ActorRef = GetComponent <PC_Base>(); Timeline_Ref = GetComponentInParent <PC_Inst_Timeline>(); NextInput = new PC_Inst_Timeline.Input_Event_st(); NextInput.type = PC_Control.Input_st.NULL; DefPos = GetComponent <Transform>().position; }
public override void Event(bool state, PC_Base User) { if (state && lerp < 1.0f) { lerp += rate * TL_TimeLineMng.delta; } else if (lerp >= 1.0f) { completed = true; } }
public void Create(Vector2 startpos, PC_Base user) { if (!activated) { maker = user.gameObject; Debug.Log(startpos); StartPos = startpos; transform.position = startpos; activated = true; // GetComponentInChildren<MeshRenderer>().enabled = true; //Debug.Log("MoveStart"); Sprite.transform.localPosition = new Vector3(0, 0, 0); StartCoroutine("Move"); } }
// public Cam_EffectSet CamItem; public override void Event(bool state, PC_Base User) { if (state) { User.ResetInput(); User.GetComponent <PC_Inst_Control>().NextInput.type = PC_Control.Input_st.Over; User.completed = true; if (User == PC_Control.TargetTL.GetComponent <PC_Base>()) { TL_TimeLineMng.mult = 1; TL_TimeLineMng.ResetTimer(); FindObjectOfType <MG_StateManager>().AdvanceScene(); } else { // CamItem.Create(this.transform.position,User); } } }
public void Dispatch(bool state, PC_Base user) { LastUser = user; isactive = state; }
void Start() { EventList = new List <Input_Event_st>(); Target = GetComponent <PC_Base>(); ControlRef = GetComponent <PC_Inst_Control>(); }
public void UpdateTarget(PC_Base NEW) { Targetpos = NEW.GetComponent <Transform>(); }
public virtual void Event(bool state, PC_Base User) { }