public void StartChecking(GameSequenceEvent _checker) { //Passing a reference to the GameSequenceEvent that requires this to be complete, so we can update it later SetCheckFunction(); checker = _checker; Debug.Log("<i>Started Checking for</i> " + Name); EventManager.Instance.AddTimedCheckTicker(this); }
public bool HasConcluded(GameSequenceEvent gseqEvent) { foreach (GameSequenceEvent GSequenceEvent in stageEventTriggers) { if (GSequenceEvent.hasHappened && !GSequenceEvent.ceaseOnComplete && GSequenceEvent.Name == gseqEvent.Name) { return(true); } } return(false); }
public void AddCompletedGameEvent(GameSequenceEvent gameEvent) { if (gameEvent.ignoreQueue) { StartCoroutine(gameEvent.CompleteEventSequence()); return; } queuedCompleteEvents.Add(gameEvent); if (completeEventSequencer == null) { completeEventSequencer = CompleteEventSequenceQueue(); StartCoroutine(completeEventSequencer); } }