Exemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        seq = action.Sequence();
        var spriteRend = GetComponent <SpriteRenderer>();

        spriteRend.enabled = true;
        spriteRend.color   = startColor;


        // Fade in out of black into splashScreen
        var spriteColorRef = ffSpriteColor;

        seq.Property(spriteColorRef, spriteColorRef.Val.MakeClear(), FFEase.E_Continuous, fadeInTime);
        seq.Sync();

        // delay for wait time
        seq.Delay(waitTime);
        seq.Sync();

        // show text
        var textColorRef = new FFRef <Color>(() => pressAnyKeyText.color, (v) => pressAnyKeyText.color = v);

        textColorRef.Setter(textColorRef.Val.MakeClear());
        seq.Property(textColorRef, textColorRef.Val.MakeOpaque(), FFEase.E_Continuous, 0.45f);

        // Update Sequence for press any key
        seq.Sync();
        seq.Call(UpdateSeq);
    }
Exemplo n.º 2
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 void ChangeLightOn()
 {
     mLightIsOn = true;
     stuffImDoing.Property(LightValue(), 100, mLightCurve, timeOn);
     stuffImDoing.Sync();
     stuffImDoing.Call(ChangeLightOff);
     stuffImDoing.Sync();
 }
Exemplo n.º 3
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    // move down/up (depends on if AttackWidth is pos/neg) and right/left (depends on if AttackWidth is pos/neg)
    void Stage1()
    {
        Vector3 targetLocation = new Vector3(ffposition.Val.x + AttackWidth, ffposition.Val.y - AttackDepth, ffposition.Val.z);

        // down and right
        seq.Property(ffposition, targetLocation, ease, AttackSpeed / 3);
        seq.Sync();
        seq.Call(Stage2);
    }
Exemplo n.º 4
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    void Pickup(Vector3 posToFlyTo)
    {
        var sprite = GetComponent <SpriteRenderer>();

        pickupSeq.Property(ffposition, posToFlyTo, FFEase.E_Continuous, pickupTime);
        pickupSeq.Property(ffscale, Vector3.zero, FFEase.E_Continuous, pickupTime);
        pickupSeq.Sync();
        pickupSeq.Call(DestroyMe);
    }
Exemplo n.º 5
0
    // Update is called once per frame
    void Update()
    {
        Vector3 newAveragePos = new Vector3();
        Vector3 topRight      = new Vector3(float.NegativeInfinity, float.NegativeInfinity);
        Vector3 botLeft       = new Vector3(float.PositiveInfinity, float.PositiveInfinity);

        { // get Average Position
            for (int i = 0; i < targets.Length; ++i)
            {
                newAveragePos += new Vector3(
                    targets[i].position.x,
                    0,
                    targets[i].position.z);


                topRight.x = Mathf.Max(topRight.x, targets[i].position.x);
                topRight.y = Mathf.Max(topRight.y, targets[i].position.y);

                botLeft.x = Mathf.Min(botLeft.x, targets[i].position.x);
                botLeft.y = Mathf.Min(botLeft.y, targets[i].position.y);
            }
            newAveragePos /= 3.0f;
            var forward = Vector3.Normalize(Camera.transform.forward);

            newAveragePos += -forward * 35.0f;
            newAveragePos += offset;
        }

        // Adjust Camera Position
        if ((newAveragePos - targetPosition).magnitude > PositionLeash)
        { // Update movementSequence
            targetPosition = newAveragePos;
            movementSeq.ClearSequence();
            movementSeq.Property(ffposition, targetPosition, FFEase.E_SmoothEnd, AdjustmentTime);
        }

        float cameraSize = Mathf.Clamp(
            Mathf.Max(topRight.x - botLeft.x, topRight.y - botLeft.y),
            MinCameraSize,
            MaxCameraSize) * 0.6f;

        if (Mathf.Abs(cameraSize - targetSize) > SizeLeash)
        { // Update SizeSequence
            targetSize = cameraSize;
            Vector3 scaleSize = new Vector3(
                1.0f + ((targetSize / MinCameraSize) - 1),
                1.0f + ((targetSize / MinCameraSize) - 1),
                1.0f + ((targetSize / MinCameraSize) - 1));

            sizeSeq.ClearSequence();
            sizeSeq.Property(RefCameraSize(), targetSize, FFEase.E_SmoothEnd, AdjustmentTime);
            sizeSeq.Property(ffscale, scaleSize, FFEase.E_SmoothEnd, AdjustmentTime);
        }
    }
Exemplo n.º 6
0
    // move down and right
    void Stage1()
    {
        float seedx = Random.Range(-1.0f, 1.0f);
        float seedy = Random.Range(-1.0f, 1.0f);

        Vector3 randVec3 = new Vector3(
            (seedx + PercentHorizonal) * randomVariance,
            (seedy + PercentVirtical) * randomVariance);

        seq.Property(ffscale, randVec3 * 20, FFEase.E_Continuous, AttackSpeed);
        seq.Property(ffposition, randVec3 + ffposition.Val, FFEase.E_Continuous, AttackSpeed);

        seq.Sync();
        seq.Call(Stage1);
    }
Exemplo n.º 7
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    void StartSeq()
    {
        var rot10Clockwise        = Quaternion.AngleAxis(10.0f, Vector3.forward);
        var rot10CounterClockwise = Quaternion.AngleAxis(-10.0f, Vector3.forward);

        seq.Property(ffrotation, ffrotation.Val * rot10Clockwise, FFEase.E_SmoothStartEnd, time);
        seq.Sync();
        seq.Property(ffrotation, ffrotation.Val * rot10CounterClockwise, FFEase.E_SmoothStartEnd, time);
        seq.Sync();
        seq.Property(ffrotation, ffrotation.Val * rot10CounterClockwise, FFEase.E_SmoothStartEnd, time);
        seq.Sync();
        seq.Property(ffrotation, ffrotation.Val * rot10Clockwise, FFEase.E_SmoothStartEnd, time);
        seq.Sync();
        seq.Call(StartSeq);
    }
Exemplo n.º 8
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    // Use this for initialization
    void Start()
    {
        // Initialize
        {
            FadeSequence = action.Sequence();
        }

        // Fade Sequence
        {
            FadeSequence.Property(
                ffSpriteColor,
                new Color(ffSpriteColor.Val.r, ffSpriteColor.Val.g, ffSpriteColor.Val.b, 0.0f),
                FFEase.E_SmoothStart,
                OpenFadeTime);

            FadeSequence.Sync();
            FadeSequence.Delay(PreFadeTime);
            FadeSequence.Sync();

            if (trigger == FadeTrigger.KeyPress)
            {
                InputUpdate();
            }
            else
            {
                FFMessage <TriggerFade> .Connect(OnTriggerFade);
            }
        }
    }
Exemplo n.º 9
0
    // Use this for initialization
    void Start()
    {
        seq = action.Sequence();


        seq.Property(ffposition, Vector3.zero, FFEase.E_Continuous, 1.0f);
        seq.Property(ffposition, Vector3.zero, FFEase.E_Continuous, 1.0f);
        seq.Delay(2.0f);
        seq.Sync();
        seq.Property(ffrotation, Quaternion.identity, curve, 1.0f);
        seq.Delay(0.5f);
        seq.Sync();
        seq.Property(ffscale, Vector3.one * 2.0f, FFEase.E_Continuous, 1.0f);
        seq.Sync();
        seq.Call(DestroyMe);
    }
Exemplo n.º 10
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    private void FireSequenceCall()
    {
        const float callTime = 3.0f;

        moveSequence.Property(ffposition, ffposition + (new Vector3(0, 1, 0) * BulletSpeed * callTime), FFEase.E_Continuous, callTime);
        moveSequence.Sync();
        moveSequence.Call(FireSequenceCall);
    }
Exemplo n.º 11
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    private void MoveSequenceCall(object moveDirection)
    {
        Vector3     moveDir  = (Vector3)moveDirection;
        const float callTime = 3.0f;

        MoveSeq.Property(ffposition, ffposition + (moveDir * PlayerSpeed * callTime), FFEase.E_Continuous, callTime);
        MoveSeq.Sync();
        MoveSeq.Call(MoveSequenceCall, moveDir);
    }
Exemplo n.º 12
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    void Fade()
    {
        var sprite         = GetComponent <SpriteRenderer>();
        var spriteColorRef = new FFRef <Color>(() => sprite.color, (v) => { sprite.color = v; });

        fadeSeq.Property(spriteColorRef, spriteColorRef.Val.MakeClear(), FFEase.E_SmoothStart, fadeTime);
        fadeSeq.Sync();
        fadeSeq.Call(DestroyMe);
    }
Exemplo n.º 13
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    void ChangeLightOn()
    {
        if (!mFlareDropper)
        {
            mLightIsOn = true;
        }

        if (mFlareDropper)
        {
            GameObject flareInst = Instantiate <GameObject>(mFlarePrefab, transform.position + transform.forward * -2, Quaternion.identity);
            stuffImDoing.Delay(timeOn);
        }
        else
        {
            stuffImDoing.Property(LightValue(), 100, mLightCurve, timeOn);
        }
        stuffImDoing.Sync();
        stuffImDoing.Call(ChangeLightOff);
        stuffImDoing.Sync();
    }
Exemplo n.º 14
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    void Seq_FadeOutScreenMasks()
    {
        fadeScreenMaskSprite.gameObject.SetActive(true);
        fadeScreenMaskImage.gameObject.SetActive(true);

        fadeScreenSeq.Property(new FFRef <Color>(() => fadeScreenMaskSprite.color, (v) => fadeScreenMaskSprite.color = v), fadeScreenMaskSprite.color.MakeClear(), FFEase.E_Continuous, fadeTime);
        fadeScreenSeq.Property(new FFRef <Color>(() => fadeScreenMaskImage.color, (v) => fadeScreenMaskImage.color   = v), fadeScreenMaskImage.color.MakeClear(), FFEase.E_Continuous, fadeTime);
        Seq_DisableScreenMasks();
    }
Exemplo n.º 15
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    void FadeToNextLevel()
    {
        FadeSequence.Sync();
        FadeSequence.Property(
            ffSpriteColor,
            new Color(ffSpriteColor.Val.r, ffSpriteColor.Val.g, ffSpriteColor.Val.b, 1.0f),
            FFEase.E_SmoothStartEnd,
            FadeTime);

        FadeSequence.Sync();
        FadeSequence.Delay(PostFadeTime);

        FadeSequence.Sync();
        FadeSequence.Call(LoadTransitionLevel);
    }
Exemplo n.º 16
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    public void LoadHWAssignment(int number)
    {
        loadSequence.ClearSequence();

        fadeImage.gameObject.SetActive(true);

        // Do fade out on loadSequence when we have a fade image
        if (fadeImage != null)
        {
            loadSequence.Property(
                new FFRef <Color>(() => fadeImage.color, (v) => fadeImage.color = v), Color.black, FFEase.E_Continuous, fadeTime);
        }

        loadSequence.Sync();
        loadSequence.Call(LoadLevelByName, "HW" + number);
    }
Exemplo n.º 17
0
 // Update is called once per frame
 void UpdateSeq()
 {
     if (Input.anyKey)
     {
         // Load selected Level
         var spriteColorRef = ffSpriteColor;
         seq.Property(spriteColorRef, spriteColorRef.Val.MakeOpaque(), FFEase.E_Continuous, fadeOutTime);
         seq.Sync();
         seq.Call(LoadSelectedLevel);
     }
     else
     {
         // continue updating
         seq.Sync();
         seq.Call(UpdateSeq);
     }
 }
Exemplo n.º 18
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 void BlinkOff()
 {
     seq.Property(ffUIGraphicColor, new Vector4(0, 0, 0, 0), FFEase.E_Continuous, 0.1f);
     seq.Sync();
     seq.Call(BlinkOn);
 }