private void IncreaseCombo() { Combo++; if (GreatestCombo < Combo) { GreatestCombo = Combo; } onComboChange?.Invoke(); UpdateMultiplier(); }
public void AddHP(float amount) { if (Failed) { return; } _currentHealth += amount; if (_currentHealth >= _maxHealth) { _currentHealth = _maxHealth; } onHealthChange?.Invoke(); }
public override void OnLineStatusChanged(LocalizedLine dialogueLine) { switch (dialogueLine.Status) { case LineStatus.Running: // No-op; this line is running break; case LineStatus.Interrupted: // The line is now interrupted, and we need to hurry up // in our delivery finishCurrentLine = true; break; case LineStatus.Delivered: // The line has now finished its delivery across all // views, so we can signal call our UnityEvent for it onLineFinishDisplaying?.Invoke(); break; case LineStatus.Ended: // The line has now Ended. DismissLine will be called // shortly. onLineEnd?.Invoke(); break; } }
/// Show a line of dialogue, gradually private IEnumerator DoRunLine(Yarn.Line line, ILineLocalisationProvider localisationProvider, System.Action onComplete) { onLineStart?.Invoke(); userRequestedNextLine = false; // The final text we'll be showing for this line. string text = localisationProvider.GetLocalisedTextForLine(line); if (text == null) { Debug.LogWarning($"Line {line.ID} doesn't have any localised text."); text = line.ID; } if (textSpeed > 0.0f) { // Display the line one character at a time var stringBuilder = new StringBuilder(); foreach (char c in text) { stringBuilder.Append(c); onLineUpdate?.Invoke(stringBuilder.ToString()); if (userRequestedNextLine) { // We've requested a skip of the entire line. // Display all of the text immediately. onLineUpdate?.Invoke(text); break; } yield return(new WaitForSeconds(textSpeed)); } } else { // Display the entire line immediately if textSpeed <= 0 onLineUpdate?.Invoke(text); } // We're now waiting for the player to move on to the next line userRequestedNextLine = false; // Indicate to the rest of the game that the line has finished being delivered onLineFinishDisplaying?.Invoke(); while (userRequestedNextLine == false) { yield return(null); } // Avoid skipping lines if textSpeed == 0 yield return(new WaitForEndOfFrame()); // Hide the text and prompt onLineEnd?.Invoke(); onComplete(); }
internal void CheckInput(vItem item, UnityEngine.Events.UnityEvent onEquip) { if (input.GetButtonDown()) { Equip(item); onEquip?.Invoke(); } }
public void PlayNextRound() { onGameplayEvent?.Invoke(new EventTest()); turnOrder.Clear(); //iterate though tiles and capture units order foreach (var tile in IterateTileFromCenter()) { if (mapTileToUnit.ContainsKey(tile) == false) { continue; } var unit = mapTileToUnit[tile]; if (unit != null && unit.dead == false) { turnOrder.Add(unit); } } foreach (var unit in turnOrder) { unit.countered = false; } //foreach unit in the unit order foreach (var unit in turnOrder) { PlayUnitTurn(unit); } int attackerCount = 0; int defenderCount = 0; foreach (var unit in turnOrder) { RemoveDeadUnit(unit); if (unit.dead) { continue; } if (unit.attacker) { attackerCount++; } else { defenderCount++; } } UpdateReport(); if (attackerCount == 0 || defenderCount == 0) { onGameover?.Invoke(); } }
private void CancelButtonTimer() { DebugAction("Cancel Action "); triggerAction.OnCancelActionInput.Invoke(); _currentInputDelay = triggerAction.inputDelay; triggerAction.UpdateButtonTimer(0); OnCancelAction.Invoke(); ResetActionState(); ResetTriggerSettings(); }
private void OpenDesk() { m_bIsOpen = true; if (m_onOpen != null) { m_onOpen.Invoke(); } EnableIncludeObject(); m_bIsAblePulling = true; }
public void SelectWorker(TaskWorkerAI worker) { DeselectWorker(); SelectedWorker = worker; UpdateInformation(); onSelectEvent?.Invoke(); }
private void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag(playerTag)) { // Take player back to hell onCaughtPlayer?.Invoke(); chasingPlayer = false; } }
/// Called when the dialogue system has finished running. public override void DialogueComplete() { onDialogueEnd?.Invoke(); // Hide the dialogue interface. if (dialogueContainer != null) { dialogueContainer.SetActive(false); } }
/* ======================================== *\ * GETTERS AND SETTERS * \* ======================================== */ #endregion #region Functions /* ======================================== *\ * FUNCTIONS * \* ======================================== */ private void Update() { if(enemyController.CharacterStatController.Scratch > 10f) { unityEvent.Invoke(); Destroy(this.gameObject); } }
public virtual void SetAmount(int value) { currentThrowObject += value; if (ui) { ui.UpdateCount(this); } onCollectObject.Invoke(); }
/// Called when the dialogue system has finished running. /// <inheritdoc/> public override void DialogueComplete() { onDialogueEnd?.Invoke(); // Fade out the dialogue box if (dialogueContainer != null) { Hide(); } }
public virtual IEnumerator DestroyActionDelay(vTriggerGenericAction triggerAction) { var _triggerAction = triggerAction; yield return(new WaitForSeconds(_triggerAction.destroyDelay)); OnEndAction.Invoke(); ResetTriggerSettings(); Destroy(_triggerAction.gameObject); }
public void Victory() { switch (Manager.GameStatus) { case GameStatus.Playing: Manager.SetGameStatus(GameStatus.Victory); VictoryEvent.Invoke(); break; } }
/// Called when the dialogue system has started running. public override void DialogueStarted() { // Enable the dialogue controls. if (dialogueContainer != null) { dialogueContainer.SetActive(true); } onDialogueStart?.Invoke(); }
/// Called when the dialogue system has started running. public override void DialogueStarted() { Debug.Log("Play opening animation"); // Enable the dialogue controls. if (dialogueContainer != null) { dialogueContainer.SetActive(true); } onDialogueStart?.Invoke(); }
virtual public void ExitGame() { Debug.LogWarning("ExitGame()"); if (f_ExitGame) { return; } f_ExitGame = true; m_ExitGameEvent?.Invoke(); StartCoroutine(ExitGameCoroutine()); }
public void EndCinematic() { unityEvent.Invoke(); enemyManager.ResetQueue(); jill.InterruptBehavior(); chris.InterruptBehavior(); enemyManager.ShowHealthBars(true); cameraLock.transform.SetParent(null); cameraLock.enabled = true; Destroy(this.gameObject); }
private void OnTriggerEnter2D(Collider2D collision) { if (collision.CompareTag("Enemy")) { collision.GetComponent <ShootBehavior>().enabled = true; } else if (collision.CompareTag("Chunk")) { _OnChunkEnter.Invoke(); } }
public void StartGame() { if (gameStarted == true) { return; } onStart?.Invoke(); gameStarted = true; }
public void OpenCloseInventory(bool value) { if (value) { onOpen.Invoke(); } else { onClose.Invoke(); } }
/// Called when the dialogue system has finished running. public override void DialogueComplete() { Debug.Log("Play close animation"); onDialogueEnd?.Invoke(); // Hide the dialogue interface. if (dialogueContainer != null) { dialogueContainer.SetActive(false); } }
protected virtual void CheckItem(vItemManager itemManager) { if (getItemByName) { // VERIFY IF YOU HAVE A SPECIFIC ITEM IN YOUR INVENTORY if (itemManager.ContainItem(itemName)) { // AUTOMATICALLY EQUIP THE ITEM IF YOU HAVE IT // // - vItem can be access using the itemManager.GetItem(itemName) // - indexArea is the equipmentArea that you want to equip the item, for example 0 is RightArm, 1 is LeftArm, 2 is Consumable. // - Immediate is true to instantly equip the weapon or false to trigger the equip animation. itemManager.AutoEquipItem(itemManager.GetItem(itemName), 0, false); // trigger OnContains Event onContains.Invoke(); } else { onNotContains.Invoke(); } } else { // VERIFY IF YOU HAVE A SPECIFIC ITEM IN YOUR INVENTORY if (itemManager.ContainItem(itemID)) { // AUTOMATICALLY EQUIP THE ITEM IF YOU HAVE IT // // - vItem can be access using the itemManager.GetItem(itemName) // - indexArea is the equipmentArea that you want to equip the item, for example 0 is RightArm, 1 is LeftArm, 2 is Consumable. // - Immediate is true to instantly equip the weapon or false to trigger the equip animation. itemManager.AutoEquipItem(itemManager.GetItem(itemID), 0, false); // trigger OnContains Event onContains.Invoke(); } else { onNotContains.Invoke(); } } }
IEnumerator ShootEffect() { yield return(new WaitForSeconds(delayToSpringAfterShot)); if (weapon.isAiming) { if (weapon.ammoCount > 0) { OnFinishShot.Invoke(); } } }
private void Update() { if (IsPossessed && !possessionEventRan && eventEnabled) { e.Invoke(); possessionEventRan = true; } else if (IsPossessed) { RatAnim(); } }
private void InvokeCallbackEnd() { if (null != _finishEvent) { _finishEvent.Invoke(); } if (null != _eventEnd) { _eventEnd.Invoke(); } }
private void OnTriggerStay(Collider other) { if (/*button.GetButtonDown() ||*/ !pressButtonToChange) { var weaponManager = other.GetComponentInParent <vFPSWeaponManager>(); if (weaponManager) { weaponManager.EquipWeapon(targetWeaponName); onChangeWeapon.Invoke(); } } }
void OnCollisionEnter(Collision c) { if (c.gameObject.tag == "Player" || wakeUpWithOtherObjects) { WakeUp(); if (onTouched != null) { onTouched.Invoke(); } } // collision = true; }