public override void Excute() { //base.Excute(); //actor name string actorName = Params["name"]; Debug.LogFormat("Enter Actor: {0}", actorName); //get actor ActorObject ao = ImageManager.Instance.GetCreatedObject <ActorObject>(actorName); if (ao == default(ActorObject)) { return; } // if(ao.IsEnterScene) // { // Engine.Status.EnableNextCommand = true; // Engine.NextCommand(); // return; // } ao.IsEnterScene = true; ao.Go.SetActive(true); Vector3 pos = ActorTagsUtility.GetActorPosition(Params["pos"], Params["z_pos"]); ao.SetPosition2D(new Vector2(pos.x, pos.y)); ao.SetScale(float.Parse(Params["scale"])); //ao.SetPosition3D(pos); ao.OnAnimationFinish = OnFinishAnimation; float time = float.Parse(Params["fadetime"]); if (Params["fade"] == "true") { Engine.Status.EnableNextCommand = false; ao.FadeIn(time); } else { ao.FadeIn(0); OnFinishAnimation(); } }
public override void Excute() { //base.Excute(); //actor name string actorName = Params["name"]; Debug.LogFormat("Fade Out: {0}", actorName); //get actor ActorObject ao = ImageManager.Instance.GetCreatedObject <ActorObject>(actorName); if (ao == null) { Debug.LogErrorFormat("Can not find actor to fade:{0}", actorName); } // ao.OnAnimationFinish = OnFinishAnimation; float time = float.Parse(Params["fadetime"]); ao.OnAnimationFinish = OnFinishAnimation; ao.IsEnterScene = false; //if (time - 0f > float.Epsilon) //{ Engine.Status.EnableNextCommand = false; ao.FadeIn(time); // } // else // { // Engine.Status.EnableNextCommand = false; // ao.FadeIn(0f); // } }