Пример #1
0
    // Instantiates and begins the quick time event
    public void OnButtonPress()
    {
        GameObject QTArea = Instantiate(QTAreaPrefab, transform.parent) as GameObject;

        QTFramework QTFramework = QTArea.GetComponentInChildren <QTFramework>();

        QTFramework.sequence = attackSequence;
    }
Пример #2
0
    private void StartQuickTime()
    {
        GameObject QTArea = Instantiate(areaPrefab, transform.parent) as GameObject;

        QTFramework QTFramework = QTArea.GetComponent <QTFramework>();

        QTFramework.sequence = quickTimeKeys;
    }
Пример #3
0
    public void RunQuickTime(string attack)
    {
        // Initialises the sequence to pass to QTFramework.
        // Is initialised as a new list to prevent crashing on unknown attack
        List <KeyCode> quickTimeKeys = new List <KeyCode>();
        // Instantiates the area that the quick time event will occur in as a child of the canvas.
        GameObject QTArea = Instantiate(areaPrefab, rootUI.transform) as GameObject;

        QTFramework = QTArea.GetComponentInChildren <QTFramework>();
        // Checks which attack was selected and then sets the quick time button sequence accordingly.
        // Currently uses placeholder sequences
        switch (attack)
        {
        case "Light":
        {
            quickTimeKeys = new List <KeyCode>
            {
                KeyCode.L,
                KeyCode.I,
                KeyCode.G,
                KeyCode.H,
                KeyCode.T
            };
            break;
        }

        case "Medium":
        {
            quickTimeKeys = new List <KeyCode>
            {
                KeyCode.M,
                KeyCode.E,
                KeyCode.D,
                KeyCode.I,
                KeyCode.U,
                KeyCode.M
            };
            break;
        }

        case "Heavy":
        {
            quickTimeKeys = new List <KeyCode>
            {
                KeyCode.H,
                KeyCode.E,
                KeyCode.A,
                KeyCode.V,
                KeyCode.Y
            };
            break;
        }

        case "Sheep":
        {
            quickTimeKeys = new List <KeyCode>
            {
                KeyCode.S,
                KeyCode.H,
                KeyCode.E,
                KeyCode.E,
                KeyCode.P
            };
            break;
        }

        default:
        {
            Debug.Log("ERROR: Unkown attack \n" + attack);
            break;
        }
        }
        // Sends the selected sequence to the quick time area
        QTFramework.sequence = quickTimeKeys;
    }