private void Update() { //如果拿到了反应核心 if (m_ReactorCore == null && m_isExitDoorOpened == false) { //出口的门打开 m_ExitDoorOpenDirector.Play(); m_isExitDoorOpened = true; //下一场景的出口active一下 m_EnterNextSceneCube.SetActive(true); } //播放 音效断电+"拿上核心" if (!m_isCoreCloseAudioPlayed) { m_AudioSource_SoundEffect.clip = m_AudioClip_CoreClose; m_AudioSource_SoundEffect.Play(); m_isCoreCloseAudioPlayed = true; } //拿到核心,播放"撤退"台词 if (m_ReactorCore == null && !m_isEvacuateAudioPlayed) { m_AudioSource_SoundEffect.clip = m_AudioClip_Evacuate; m_AudioSource_SoundEffect.Play(); m_isEvacuateAudioPlayed = true; } }
//关闭托卡马卡反应柱 public void Shutdown() { //柱子关掉Emissive(替换成无Emissive的material) GetComponentsInChildren <MeshRenderer>()[0].material = m_ReactorPillarShutdownMat; GetComponentsInChildren <MeshRenderer>()[1].material = m_ReactorPillarShutdownMat; GetComponentsInChildren <MeshRenderer>()[2].material = m_ReactorPillarShutdownMat; m_DescendingAnimDirector.Play(); }
static int _m_Play(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.Playables.PlayableDirector gen_to_be_invoked = (UnityEngine.Playables.PlayableDirector)translator.FastGetCSObj(L, 1); int gen_param_count = LuaAPI.lua_gettop(L); if (gen_param_count == 1) { gen_to_be_invoked.Play( ); return(0); } if (gen_param_count == 2 && translator.Assignable <UnityEngine.Playables.PlayableAsset>(L, 2)) { UnityEngine.Playables.PlayableAsset _asset = (UnityEngine.Playables.PlayableAsset)translator.GetObject(L, 2, typeof(UnityEngine.Playables.PlayableAsset)); gen_to_be_invoked.Play(_asset); return(0); } if (gen_param_count == 3 && translator.Assignable <UnityEngine.Playables.PlayableAsset>(L, 2) && translator.Assignable <UnityEngine.Playables.DirectorWrapMode>(L, 3)) { UnityEngine.Playables.PlayableAsset _asset = (UnityEngine.Playables.PlayableAsset)translator.GetObject(L, 2, typeof(UnityEngine.Playables.PlayableAsset)); UnityEngine.Playables.DirectorWrapMode _mode; translator.Get(L, 3, out _mode); gen_to_be_invoked.Play(_asset, _mode); return(0); } } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.Playables.PlayableDirector.Play!")); }
/// <summary> /// @brief 播放timeline,关闭玩家的操作 /// </summary> public override void onSubsceneInit() { TimelineSource.Stop(); if (GameMgr.instance) { getCamera = (SceneNetManager.instance.list[GameMgr.instance.id]).GetComponent <GetCamera>(); } foreach (var p in SceneNetManager.instance.list) { p.Value.GetComponent <ReactiveTarget>().CanBeHurt = false; p.Value.SetActive(false); } director.Play(); }