예제 #1
0
    /// <summary>
    /// Shows or hides the instructions
    /// </summary>
    /// <param name="show"></param>
    public void ShowInstructions(bool show)
    {
        if (show)
        {
#if UNITY_3_5
            instructionsAnimation.gameObject.active = true;
#else
            instructionsAnimation.gameObject.SetActive(true);
#endif
        }
        else
        {
#if UNITY_3_5
            if (instructionsAnimation.gameObject.active)
            {
                instructionsAnimation.Play("Dismiss");
            }
#else
            if (instructionsAnimation.gameObject.activeSelf)
            {
                instructionsAnimation.Play("Dismiss");
            }
#endif
        }
    }
예제 #2
0
    // Update is called once per frame
    void Update()
    {
        switch (animationType)
        {
        case AnimationType.拖曳引導:
            this.transform.position = 拖曳引導位置;
            boneAnimation.Play(AnimationType.拖曳引導.ToString());
            break;

        case AnimationType.指向引導_操作區潑墨:
            this.transform.position = 指向引導位置_操作區潑墨;
            //this.transform.eulerAngles = new Vector3(0, 0, 0);
            boneAnimation.Play("指向引導2");
            break;

        case AnimationType.指向引導_操作區物件:
            this.transform.position = 指向引導位置_操作區物件;
            //this.transform.eulerAngles = new Vector3(0, 0, 0);
            boneAnimation.Play("指向引導");
            break;

        case AnimationType.指向引導_畫布區物件:
            this.transform.position = 指向引導位置_馬樹類;
            //this.transform.eulerAngles = new Vector3(0, 0, 0);
            boneAnimation.Play("指向引導3");
            break;

        case AnimationType.指向引導_光源土坡類:
            this.transform.position    = 指向引導位置_土坡類;
            this.transform.eulerAngles = new Vector3(0, 0, 90);
            boneAnimation.Play("指向引導");
            break;

        case AnimationType.指向引導_光源操作區潑墨:
            this.transform.position    = 指向引導位置_操作區潑墨;
            this.transform.eulerAngles = new Vector3(0, 0, 0);
            boneAnimation.Play("指向引導");
            break;

        case AnimationType.指向引導_馬樹類:
            this.transform.position = 指向引導位置_馬樹類;
            //this.transform.eulerAngles = new Vector3(0, 0, 90);
            boneAnimation.Play("指向引導1");
            break;

        case AnimationType.太陽引導:
            this.transform.position    = 太陽引導位置;
            this.transform.eulerAngles = new Vector3(0, 0, 0);
            boneAnimation.Play(AnimationType.太陽引導.ToString());

            break;

        case AnimationType.空動畫:
            boneAnimation.Play(AnimationType.空動畫.ToString());
            break;
        }
    }
예제 #3
0
 /// <summary>
 /// 開啟當前階段的提示
 /// </summary>
 /// <param name="currentStage">目前進行階段</param>
 public void ShowStageHint(DrawStage currentStage)
 {
     this.currentStageHintObject = (GameObject)Instantiate(this.StageHintObject);
     SmoothMoves.BoneAnimation boneAnimation = this.currentStageHintObject.GetComponent <SmoothMoves.BoneAnimation>();
     boneAnimation.playAutomatically = false;
     boneAnimation.Play(currentStage.ToString());
 }
예제 #4
0
 /// <summary>
 /// Animates when a new weapon is available
 /// </summary>
 public void ShowNewWeaponAvailable(bool show)
 {
     if (show)
     {
         newWeaponAvailableAnimation.gameObject.active = true;
         newWeaponAvailableAnimation.Play("Show");
     }
     else
     {
         newWeaponAvailableAnimation.gameObject.active = false;
     }
 }
예제 #5
0
 /// <summary>
 /// Shows or hides the game over text
 /// </summary>
 public void ShowGameOver(bool show)
 {
     if (show)
     {
         gameOverAnimation.gameObject.SetActiveRecursively(true);
         gameOverAnimation.Play("Game_Over");
     }
     else
     {
         gameOverAnimation.gameObject.SetActiveRecursively(false);
     }
 }
예제 #6
0
    // Update is called once per frame
    void Update()
    {
        switch (animationType)
        {
        case AnimationType.畫布上方太陽:
            boneAnimation.Play(AnimationType.畫布上方太陽.ToString());
            break;

        case AnimationType.畫布閃爍圖片:
            boneAnimation.Play(AnimationType.畫布閃爍圖片.ToString());
            break;

        case AnimationType.操作閃爍圖片:
            boneAnimation.Play(AnimationType.操作閃爍圖片.ToString());
            break;

        case AnimationType.操作閃爍潑墨:
            boneAnimation.Play(AnimationType.操作閃爍潑墨.ToString());
            break;

        case AnimationType.拖曳操作畫布:
            boneAnimation.Play(AnimationType.拖曳操作畫布.ToString());
            break;

        case AnimationType.空動畫:
            boneAnimation.Play(AnimationType.空動畫.ToString());
            break;
        }
    }
예제 #7
0
 /// <summary>
 /// Shows or hides the instructions
 /// </summary>
 /// <param name="show"></param>
 public void ShowInstructions(bool show)
 {
     if (show)
     {
         instructionsAnimation.gameObject.active = true;
     }
     else
     {
         if (instructionsAnimation.gameObject.active)
         {
             instructionsAnimation.Play("Dismiss");
         }
     }
 }
예제 #8
0
    /// <summary>
    /// 切換作畫階段
    /// </summary>
    /// <param name="nextStage">下一階段</param>
    public void ChangeDrawStage(DrawStage nextStage)
    {
        if (nextStage == DrawStage.等待中)
        {
            return;
        }

        if (this.currentStageHintObject != null)
        {
            Destroy(this.currentStageHintObject);
        }

        this.物件區背景.SetActive(false);

        if (nextStage == DrawStage.寄信)
        {
            this.CurrentDrawStage = DrawStage.等待中;
            this.現代郎世寧.SetActive(false);        //將左上"現代郎世寧"關閉
            this.截圖使用物件.SetActive(true);        //開啟"截圖使用物件"
            State.script.光源的控制桿.SetActive(false);
            ScreenShot.script.RunScreenCapture();
            return;
        }
        else if (nextStage == DrawStage.簽名)
        {
            this.CurrentDrawStage = DrawStage.簽名;
            this.現代郎世寧.SetActive(false);        //將左上"現代郎世寧"關閉
            this.截圖使用物件.SetActive(true);        //開啟"截圖使用物件"
            State.script.光源的控制桿.SetActive(false);
            this.簽名物件.SetActive(true);
            return;
        }

        GameObject obj = (GameObject)Instantiate(this.TitleShowObject);

        SmoothMoves.BoneAnimation boneAnimation = obj.GetComponent <SmoothMoves.BoneAnimation>();
        boneAnimation.playAutomatically = false;
        boneAnimation.Play(nextStage.ToString());

        //開頭動畫狀態進行觸碰事件偵測
        if (nextStage == DrawStage.開頭動畫)
        {
            this.CurrentDrawStage = DrawStage.開頭動畫;
        }
        else
        {
            this.CurrentDrawStage = DrawStage.等待中;
        }
    }
예제 #9
0
    /// <summary>
    /// Animates when a new weapon is available
    /// </summary>
    public void ShowNewWeaponAvailable(bool show)
    {
        if (show)
        {
#if UNITY_3_5
            newWeaponAvailableAnimation.gameObject.active = true;
#else
            newWeaponAvailableAnimation.gameObject.SetActive(true);
#endif
            newWeaponAvailableAnimation.Play("Show");
        }
        else
        {
#if UNITY_3_5
            newWeaponAvailableAnimation.gameObject.active = false;
#else
            newWeaponAvailableAnimation.gameObject.SetActive(false);
#endif
        }
    }
예제 #10
0
    /// <summary>
    /// Shows or hides the game over text
    /// </summary>
    public void ShowGameOver(bool show)
    {
        if (show)
        {
#if UNITY_3_5
            gameOverAnimation.gameObject.SetActiveRecursively(true);
#else
            gameOverAnimation.gameObject.SetActive(true);
#endif
            gameOverAnimation.Play("Game_Over");
        }
        else
        {
#if UNITY_3_5
            gameOverAnimation.gameObject.SetActiveRecursively(false);
#else
            gameOverAnimation.gameObject.SetActive(false);
#endif
        }
    }
예제 #11
0
    // Update is called once per frame
    void Update()
    {
        switch (pictureType)
        {
        case PictureType.空:
            boneAnimation.Play("空", PlayMode.StopAll);
            break;

        case PictureType.馬1顏色1:
            boneAnimation.Play("馬1顏色1", PlayMode.StopAll);
            break;

        case PictureType.馬1顏色2:
            boneAnimation.Play("馬1顏色2", PlayMode.StopAll);
            break;

        case PictureType.馬1顏色3:
            boneAnimation.Play("馬1顏色3", PlayMode.StopAll);
            break;

        case PictureType.馬2顏色1:
            boneAnimation.Play("馬2顏色1", PlayMode.StopAll);
            break;

        case PictureType.馬2顏色2:
            boneAnimation.Play("馬2顏色2", PlayMode.StopAll);
            break;

        case PictureType.馬2顏色3:
            boneAnimation.Play("馬2顏色3", PlayMode.StopAll);
            break;

        case PictureType.馬3顏色1:
            boneAnimation.Play("馬3顏色1", PlayMode.StopAll);
            break;

        case PictureType.馬3顏色2:
            boneAnimation.Play("馬3顏色2", PlayMode.StopAll);
            break;

        case PictureType.馬3顏色3:
            boneAnimation.Play("馬3顏色3", PlayMode.StopAll);
            break;

        case PictureType.樹1顏色1:
            boneAnimation.Play("樹1顏色1", PlayMode.StopAll);
            break;

        case PictureType.樹1顏色2:
            boneAnimation.Play("樹1顏色2", PlayMode.StopAll);
            break;

        case PictureType.樹1顏色3:
            boneAnimation.Play("樹1顏色3", PlayMode.StopAll);
            break;

        case PictureType.樹2顏色1:
            boneAnimation.Play("樹2顏色1", PlayMode.StopAll);
            break;

        case PictureType.樹2顏色2:
            boneAnimation.Play("樹2顏色2", PlayMode.StopAll);
            break;

        case PictureType.樹2顏色3:
            boneAnimation.Play("樹2顏色3", PlayMode.StopAll);
            break;
        }
    }