private float PlayCutScene(GameMode mode) { _cutScene.gameObject.SetActive(true); // 컷씬 재생 CutScene cutScene = _cutScene.GetComponent <CutScene>(); float dealy = cutScene.Init(mode); cutScene.StartCoroutine("Animate"); // 컷씬 종료 return(dealy); }
public void StartCutscene(CutScene.InGameCutsceneName name) { Debug.Log("Info: starting " + name + " cutscene."); // Subscribe the escape key so the player can escape the cutscene. ManagerInput.SubscribeButtonEvent(ManagerInput.ActionsLabels.Cancel, "Cancel", ManagerInput.EventTypeButton.Down, SkipCutscene); // Get the cutscene to play CutScene currentCutscene = cutscenes[name]; if (currentCutscene != null) { // Subscribe to the end of the cutscene CutScene.OnCutsceneEnd += WhenCutsceneEnds; // Init it currentCutscene.Init(); // Activate it Debug.Log("Info: activate " + name + " cutscene."); activeCutsceneName = name; currentCutscene.Activate(); } }