Пример #1
0
    private void ActorChanged(ActorActSet aas)
    {
        Diglbug.Log("Actor controls changing display values to " + aas.name, PrintStream.ACTORS);
        if (currentActorSet != null)
        {
            currentActorSet.ActContentCompleteEvent -= MarkerComplete;
            currentActorSet.WaitingForNextActEvent  -= WaitingForNextAct;
        }
        currentActorSet = aas;
        currentActorSet.ActContentCompleteEvent += MarkerComplete;
        currentActorSet.WaitingForNextActEvent  += WaitingForNextAct;


        SetMarkersFromActorActSet(currentActorSet);
        if (Variables.Instance.language == Language.ENGLISH)
        {
            actorName.text = EnumDisplayNamesEnglish.ActorName(currentActorSet.actor);
            actName.text   = EnumDisplayNamesEnglish.DefinedActName(aas.GetFirstAct().definedAct);
        }
        else
        {
            actorName.text = EnumDisplayNamesMandarin.ActorName(currentActorSet.actor);
            actName.text   = EnumDisplayNamesMandarin.DefinedActName(aas.GetFirstAct().definedAct);
        }
        SetWaiting();
        assistantSoundSource.Play();
        cancelChooseActorButton.gameObject.SetActive(true);
    }
Пример #2
0
 public void ActorSetFinished(ActorActSet set)
 {
     Diglbug.Log("Actor Set Finished, should reinitialise now. " + set.name);
     ResetCurrentActor();
     if (ActorEndsEvent != null)
     {
         ActorEndsEvent(set);
     }
 }
Пример #3
0
 public void SetActor(Actor actor)
 {
     player.ClearPreservedTracks();
     currentActorSet = actorSets [(int)actor];
     currentActorSet.InitialiseSet();
     ResetCurrentActor();
     if (ActorChangedEvent != null)
     {
         ActorChangedEvent(currentActorSet);
     }
     player.AddPreservedTrack(currentActorSet.GetFirstTrackEntry().GetTrack());
     RecoveryManager.Instance.ShowUnderway();
     RecoveryManager.Instance.RecoveryComplete();
     RecoveryManager.Instance.ChosenAsActor(actor);
 }
Пример #4
0
    private void SetMarkersFromActorActSet(ActorActSet aas)
    {
        float[] markerPositions = aas.GetActMarkerPositions();

        float accum = 0f;

        for (int k = 0; k < markerSliders.Length; k++)
        {
            if (k < markerPositions.Length)
            {
                accum += markerPositions [k];
                markerSliders [k].value = accum;
                markerSliders [k].gameObject.SetActive(true);
            }
            else
            {
                markerSliders [k].gameObject.SetActive(false);
            }
        }
    }
Пример #5
0
 private void ActorComplete(ActorActSet a)
 {
 }