private List <UFEvent> GetEventsOfType(UFLevelStructure.Event.EventType type) { UFEvent[] allEvents = this.transform.parent.GetComponentsInChildren <UFEvent>(); List <UFEvent> toReturn = new List <UFEvent>(); foreach (UFEvent e in allEvents) { if (e.type == type) { toReturn.Add(e); } } return(toReturn); }
public void Set(UFLevelStructure.Event e) { type = e.type; delay = Mathf.Max(0f, e.delay); bool1 = e.bool1; bool2 = e.bool1; int1 = e.int1; int2 = e.int2; float1 = e.float1; float2 = e.float2; string1 = e.string1; string2 = e.string2; links = e.links; color = e.color; if (GetEventTypeClass(type) == EventTypeClass.None) { Debug.LogWarning("Event " + name + " will have no effects since it is of unknown type: " + type); } }
private static EventTypeClass GetEventTypeClass(UFLevelStructure.Event.EventType type) { switch (type) { case UFLevelStructure.Event.EventType.StartTrigger: case UFLevelStructure.Event.EventType.When_Dead: return(EventTypeClass.StartTrigger); case UFLevelStructure.Event.EventType.Delay: case UFLevelStructure.Event.EventType.Invert: case UFLevelStructure.Event.EventType.Cyclic_Timer: case UFLevelStructure.Event.EventType.Switch: return(EventTypeClass.Signal); case UFLevelStructure.Event.EventType.Bolt_State: case UFLevelStructure.Event.EventType.Explode: case UFLevelStructure.Event.EventType.Heal: case UFLevelStructure.Event.EventType.Message: case UFLevelStructure.Event.EventType.Music_Start: case UFLevelStructure.Event.EventType.Music_Stop: case UFLevelStructure.Event.EventType.Particle_State: case UFLevelStructure.Event.EventType.Play_Sound: case UFLevelStructure.Event.EventType.Remove_Object: case UFLevelStructure.Event.EventType.Teleport: case UFLevelStructure.Event.EventType.Teleport_Player: case UFLevelStructure.Event.EventType.Set_Gravity: case UFLevelStructure.Event.EventType.Push_Region_State: case UFLevelStructure.Event.EventType.Display_Fullscreen_Image: case UFLevelStructure.Event.EventType.Modify_Rotating_Mover: case UFLevelStructure.Event.EventType.Reverse_Mover: case UFLevelStructure.Event.EventType.Mover_Pause: case UFLevelStructure.Event.EventType.Skybox_State: case UFLevelStructure.Event.EventType.Countdown_Begin: case UFLevelStructure.Event.EventType.Countdown_End: return(EventTypeClass.Effect); case UFLevelStructure.Event.EventType.Continuous_Damage: return(EventTypeClass.ContinuousEffect); case UFLevelStructure.Event.EventType.When_Countdown_Over: case UFLevelStructure.Event.EventType.When_Enter_Vehicle: case UFLevelStructure.Event.EventType.When_Try_Exit_Vehicle: case UFLevelStructure.Event.EventType.When_Cutscene_Over: case UFLevelStructure.Event.EventType.When_Countdown_Reaches: case UFLevelStructure.Event.EventType.When_Life_Reaches: case UFLevelStructure.Event.EventType.When_Armor_Reaches: case UFLevelStructure.Event.EventType.When_Hit: return(EventTypeClass.Detector); default: return(EventTypeClass.None); /* * case UFLevelStructure.Event.EventType.Drop_Weapon: * case UFLevelStructure.Event.EventType.Ignite_Entity: * case UFLevelStructure.Event.EventType.Defuse_Nuke: * case UFLevelStructure.Event.EventType.Never_Leave_Vehicle: * case UFLevelStructure.Event.EventType.Fire_Weapon_No_Anim: * case UFLevelStructure.Event.EventType.Drop_Point_Marker: * case UFLevelStructure.Event.EventType.Follow_Player: * case UFLevelStructure.Event.EventType.Follow_Waypoints: * case UFLevelStructure.Event.EventType.Give_item_To_Player: * case UFLevelStructure.Event.EventType.Goal_Create: * case UFLevelStructure.Event.EventType.Goal_Check: * case UFLevelStructure.Event.EventType.Goal_Set: * case UFLevelStructure.Event.EventType.Goto: * case UFLevelStructure.Event.EventType.Goto_Player: * case UFLevelStructure.Event.EventType.Activate_Capek_Shield: * case UFLevelStructure.Event.EventType.Load_Level: * case UFLevelStructure.Event.EventType.Look_At: * case UFLevelStructure.Event.EventType.Make_Invulnerable: * case UFLevelStructure.Event.EventType.Make_Fly: * case UFLevelStructure.Event.EventType.Make_Walk: * case UFLevelStructure.Event.EventType.Play_Animation: * case UFLevelStructure.Event.EventType.Set_AI_Mode: * case UFLevelStructure.Event.EventType.Slay_Object: * case UFLevelStructure.Event.EventType.Set_Light_State: * case UFLevelStructure.Event.EventType.Set_Liquid_Depth: * case UFLevelStructure.Event.EventType.Set_Friendliness: * case UFLevelStructure.Event.EventType.Shake_Player: * case UFLevelStructure.Event.EventType.Shoot_At: * case UFLevelStructure.Event.EventType.Shoot_Once: * case UFLevelStructure.Event.EventType.Armor: * case UFLevelStructure.Event.EventType.Spawn_Object: * case UFLevelStructure.Event.EventType.Swap_Textures: * case UFLevelStructure.Event.EventType.Switch_Model: * case UFLevelStructure.Event.EventType.Alarm: * case UFLevelStructure.Event.EventType.Alarm_Siren: * case UFLevelStructure.Event.EventType.Go_Undercover: * case UFLevelStructure.Event.EventType.Monitor_State: * case UFLevelStructure.Event.EventType.UnHide: * case UFLevelStructure.Event.EventType.Headlamp_State: * case UFLevelStructure.Event.EventType.Item_Pickup_State: * case UFLevelStructure.Event.EventType.Cutscene: * case UFLevelStructure.Event.EventType.Strip_Player_Weapons: * case UFLevelStructure.Event.EventType.Fog_State: * case UFLevelStructure.Event.EventType.Detach: * case UFLevelStructure.Event.EventType.Force_Monitor_Update: * case UFLevelStructure.Event.EventType.Black_Out_Player: * case UFLevelStructure.Event.EventType.Turn_Off_Physics: * case UFLevelStructure.Event.EventType.Holster_Weapon: * case UFLevelStructure.Event.EventType.Holster_Player_Weapon: * case UFLevelStructure.Event.EventType.Clear_Endgame_If_Killed: * case UFLevelStructure.Event.EventType.Win_PS2_Demo: * case UFLevelStructure.Event.EventType.Enable_Navpoint: * case UFLevelStructure.Event.EventType.Play_Vclip: * case UFLevelStructure.Event.EventType.Endgame: */ } }