/// <summary> /// 在家具整体展示界面与家具部件展示界面间切换的视觉效果 /// </summary> public void IntoComponent() { cameraVerticalMoveTarget.position = componentStateTarget.position; verticalYPosition = cameraVerticalMoveTarget.localPosition.y; cameraMoveTarget.localPosition = cameraPosition; //切换动作进行的时候不允许控制摄像机 canAction = false; //重置相机旋转角度 cameraAssistCenter.transform.DOLocalRotate(Vector3.zero, 0.5f).OnComplete(() => { //记录摄像机缩放位置 cameraReturnPosition = cameraMoveTarget.transform.localPosition; //上升灯光 lights.DOMove(lightsUpPosition, 1f); //上升相机旋转中心 cameraAssistCenter.DOMove(componentStateTarget.position, 1f).OnComplete(() => { //下降隐藏家具父物体 furnitureFather.position -= new Vector3(0, 10, 0); //重置动画效果 ChairController.PlayHebing(); //切换动作完成后可以控制摄像机 canAction = true; //进入家居部件界面后可以拖动相机旋转中心 componentAction = true; }); }); }
public static void VerifyIfCanSpawnAndSpawn() { if (ChairController.ThereIsAnyFreeChairToGet()) { SpawnNewPlayer(); } }
public void SitOnItAndAnimateFadeInPlayerAndUpdatePosition(Player player) { if (player == null) { return; } this.playerSited = player; player.MakeAnimationsAndUpdatePlayerPosition(this.chairGameObject.GetComponent <RectTransform>()); ChairController.UpdateAllPlayersToNextChair(); }
private void OnMouseDown() { if (isActivable) { // further -> call transition DiagnosticSceneInformation.LoadInformation(this.playerDiagnosticInfo); SpawnPlayerOnStore.StopCoroutines(); StoreSceneInfo.SaveOldInformation(ChairController.GetChairsInfo(), this.playerDiagnosticInfo); SceneManager.LoadScene((int)SceneIndexes.Diagnostico); } }
public static void VerifyIfCanSpawnAndSpawn() { if (ThereIsAnyFreeChair()) { Player player = SpawnPlayerAndSetOriginPosition(); Chair freeChair = ChairController.GetFirstChairFree(); PlayerDiagnosticInfo playerDiagnosticInfo = GetRandomPlayerDiagnosticInfo(); player.UpdateValuesAndDraw(playerDiagnosticInfo); singleton.StartCoroutine(WaitHalfSecondAnsSitOnTheChair(player, freeChair)); } }
public void ShowBG() { ChairController.PlayHebing(); //显示BG isBackToBG = true; chooseFurnitureUI.gameObject.SetActive(true); camController.GetComponent <CameraController>().BackToBG(); Camera.main.GetComponent <AudioSource>().DOFade(1, 1); }
public void SitOnIt(Player player) { if (player == null) { return; } this.playerSited = player; Vector3 finalDestination = this.chairGameObject.transform.position; finalDestination.y = SpawnPlayerOnStore.initialY; player.gameObject.transform.DOMove(finalDestination, 1); ChairController.OnSit(); }
private IEnumerator SpawnPlayerEveryFiveSeconds() { yield return(new WaitForSeconds(1)); while (true) { SpawnPlayerOnStore.VerifyIfCanSpawnAndSpawn(); if (ChairController.ThereIsAnyFreeChairToGet()) { audioSource.PlayOneShot(audioClip); } yield return(new WaitForSeconds(2)); } }
static void SpawnNewPlayer() { try { ChairController.UpdateAllPlayersToNextChair(); PlayerDiagnosticInfo playerDiagnosticInfo = GetRandomPlayerDiagnosticInfo(); Chair freeChair = ChairController.GetFirstChairFree(); GameObject player = Instantiate(singleton.playerPrefab, singleton.transform); Player spawned = player.GetComponent <Player>(); spawned.UpdateValuesAndDraw(playerDiagnosticInfo); freeChair.SitOnItAndAnimateFadeInPlayerAndUpdatePosition(spawned); } catch { } }
public void ShowBG() { ChairController.PlayHebing(); //显示BG isBackToBG = true; chooseFurnitureUI.gameObject.SetActive(true); //bgPanel.SetActive(true); ///*----------------显示带圈的UI界面----------------*/ //HideImage(logoInBG.gameObject, false); //HideText(ChairBtn.gameObject, false); //HideText(nameOfFurniture.gameObject, false); ///*--------------------------------------------------------*/ camController.GetComponent <CameraController>().BackToBG(); Camera.main.GetComponent <AudioSource>().DOFade(1, 1); // BG.DOFade(1, time);//.OnComplete(() => }
private void Awake() { singleton = this; }
private bool m_FacingRight = true; // For determining which way the player is currently facing. // Use this for initialization void Awake() { Instance = this; }
private static bool ThereIsAnyFreeChair() { return(ChairController.ThereIsAnyFreeChairToGet()); }