Exemplo n.º 1
0
    public void startEvent(QTEEvent eventScriptable)
    {
#if ENABLE_INPUT_SYSTEM
        if (Keyboard.current == null)
        {
            Debug.Log("No keyboard connected. Gamepad input in QTE events is not supported now");
            return;
        }
#endif
        eventData = eventScriptable;
        keys      = new List <QTEKey>(eventData.keys);
        if (eventData.onStart != null)
        {
            eventData.onStart.Invoke();
        }
        isAllButtonsPressed = false;
        isEnded             = false;
        isFail            = false;
        isPaused          = false;
        rememberTimeScale = Time.timeScale;
        switch (eventScriptable.timeType)
        {
        case QTETimeType.Slow:
            Time.timeScale = slowMotionTimeScale;
            break;

        case QTETimeType.Paused:
            Time.timeScale = 0;
            break;
        }
        currentTime      = eventData.time;
        smoothTimeUpdate = currentTime;
        setupGUI();
        StartCoroutine(countDown());
    }
Exemplo n.º 2
0
    protected void doFinally()
    {
        if (keys.Count == 0)
        {
            isAllButtonsPressed = true;
        }
        isEnded        = true;
        isEventStarted = false;
        Time.timeScale = rememberTimeScale;
        var ui = getUI();

        if (ui.eventUI != null)
        {
            ui.eventUI.SetActive(false);
        }
        if (eventData.onEnd != null)
        {
            eventData.onEnd.Invoke();
        }
        if (eventData.onFail != null && isFail)
        {
            eventData.onFail.Invoke();
        }
        if (eventData.onSuccess != null && isAllButtonsPressed)
        {
            eventData.onSuccess.Invoke();
        }
        eventData = null;
    }