Пример #1
0
 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);
 }
Пример #2
0
 public bool HasConcluded(GameSequenceEvent gseqEvent)
 {
     foreach (GameSequenceEvent GSequenceEvent in stageEventTriggers)
     {
         if (GSequenceEvent.hasHappened && !GSequenceEvent.ceaseOnComplete && GSequenceEvent.Name == gseqEvent.Name)
         {
             return(true);
         }
     }
     return(false);
 }
Пример #3
0
    public void AddCompletedGameEvent(GameSequenceEvent gameEvent)
    {
        if (gameEvent.ignoreQueue)
        {
            StartCoroutine(gameEvent.CompleteEventSequence());
            return;
        }

        queuedCompleteEvents.Add(gameEvent);
        if (completeEventSequencer == null)
        {
            completeEventSequencer = CompleteEventSequenceQueue();
            StartCoroutine(completeEventSequencer);
        }
    }