//停止剧情 public void StopSequencer() { if (m_SequencerGameObject != null) { WellFired.USSequencer sequencer = m_SequencerGameObject.GetComponent <WellFired.USSequencer>(); sequencer.Stop(); PlaybackFinished(sequencer); } }
public override void FireEvent() { if (!sequence) { Debug.LogWarning("No sequence for USstopSequenceEvent : " + name, this); } if (sequence) { sequence.Stop(); } }
public override void FireEvent() { if (!sequence) { Debug.LogWarning("No sequence for USstopSequenceEvent : " + name, this); } if (sequence) { sequence.Stop(); sequence.SkipTimelineTo(timeToSkipTo); sequence.UpdateSequencer(0.0f); } }
private void StopSequence() { sequenceToStop.Stop(); }
private void SequenceUpdate() { if (PropertyBoxPopup.OpenCooldown >= 0.0f) { var currentTime = Time.realtimeSinceStartup; var deltaTime = currentTime - PreviousTime; PropertyBoxPopup.OpenCooldown = PropertyBoxPopup.OpenCooldown - deltaTime; } PropertyBoxPopup.OpenCooldown = Mathf.Clamp(PropertyBoxPopup.OpenCooldown, 0.0f, 1.0f); if (CurrentSequence) { var currentTime = Time.realtimeSinceStartup; var deltaTime = currentTime - PreviousTime; if (Mathf.Abs(deltaTime) > USSequencer.SequenceUpdateRate) { if (CurrentSequence.IsPlaying && !Application.isPlaying) { CurrentSequence.UpdateSequencer(deltaTime * Time.timeScale); Repaint(); } PreviousTime = currentTime; } } USSequencer nextSequence = null; if (Selection.activeGameObject != null && (CurrentSequence == null || Selection.activeGameObject != CurrentSequence.gameObject)) { nextSequence = Selection.activeGameObject.GetComponent <USSequencer>(); if (nextSequence != null) { var isPrefab = PrefabUtility.GetPrefabParent(nextSequence.gameObject) == null && PrefabUtility.GetPrefabObject(nextSequence.gameObject) != null; if (isPrefab) { nextSequence = null; } } } else { return; } if (nextSequence == null) { return; } if (!Application.isPlaying && CurrentSequence != nextSequence) { ShowOnlyAnimated = false; if (CurrentSequence) { CurrentSequence.Stop(); } if (nextSequence) { nextSequence.Stop(); } StopProcessingAnimationMode(); } SequenceSwitch(nextSequence); Repaint(); }