public void triggerHit(TRIGGER t) { if (co_audio != null) { StopCoroutine(co_audio); } switch (t) { case TRIGGER.INTRO: //trigger animation JimAC.triggerIntroRant(); //trigger audio co_audio = StartCoroutine(PlaySingleAudio(DM.getSingleClips("Intro"), false)); break; case TRIGGER.COPS: //trigger animation copsAnim = true; JimAC.triggerIntroCops(); //trigger audio co_audio = StartCoroutine(PlaySingleAudio(DM.getSingleClips("CopsHere"), true)); //start the grammar recognition SC.startGrammar(); break; } }
} // Purely UI /* * general stuff */ public AbilityManagerPrototype(float iCooldown, int iEnergyCost, TRIGGER iTrigger, Effect iEffect, string iName = "", string iEffectDisplay = "") { _cooldown = iCooldown; _energyCost = iEnergyCost; _trigger = iTrigger; _effect = iEffect; _effectDisplay = iEffectDisplay; _name = iName; }
private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { Debug.Log("Player collected this!!"); TRIGGER?.Invoke(type); //for object pool gameObject.SetActive(false); } }
///Returns if a conditional action is ready at the specified range. public bool IsReadyConditionalAtRange(TRIGGER condition, float target_distance) { if (m_action_trigger != condition) { return(false); } if (m_requires_target && target_distance >= m_range) { return(false); } return(m_action_timer.IsReady()); }
///Attempt all actions triggered by this event. public void AttemptAllActions(TRIGGER trigger) { foreach (ACTION available_action in m_entity.m_actions) { foreach (GAction action in m_actions) { if (action.m_action_timer != null && action.m_action_timer.m_action_id == available_action) { AttemptAction(available_action, trigger); } } } }
/// <summary> /// Returns true on the frame the trigger passes the trigger value /// </summary> /// <param name="btn"></param> /// <returns></returns> public static bool GetTriggerAxisDown(TRIGGER trig, float triggerValue) { bool value = false; string input = PAD_PREFIX; switch (trig) { case TRIGGER.L: input += TRIGGERS_PREFIX + L; break; case TRIGGER.R: input += TRIGGERS_PREFIX + R; break; } bool test = Input.GetAxis(input) >= triggerValue; if (test) { if (!_axisValues.ContainsKey(input)) { _axisValues.Add(input, true); value = true; } else { value = !_axisValues[input]; _axisValues[input] = true; } } else { if (!_axisValues.ContainsKey(input)) { _axisValues.Add(input, false); } else { _axisValues[input] = false; } value = false; } return(value); }
///This will begin an action - if possible. public void AttemptAction(ACTION action, TRIGGER trigger) { GAction g_action = GetAction(action); if (g_action == null) { return; } float target_distance = Mathf.Infinity; if (g_action.m_is_hostile) { if (g_action.m_requires_target && !HasHostileTarget()) { return; } if (m_main_hostile_target != null) { target_distance = Vector3.Distance( transform.position, m_main_hostile_target.transform.position ); } } else { if (g_action.m_requires_target && !HasFriendlyTarget()) { return; } if (m_main_hostile_target != null) { target_distance = Vector3.Distance( transform.position, m_main_friendly_target.transform.position); } } if (g_action.IsReadyConditionalAtRange(trigger, target_distance)) { g_action.m_action_timer.AttemptAction(); //m_entity.m_actor.PlayNormal(g_action.m_name + "Windup"); } }
public uint TriggerColmask(Parse parse, ExprList changes, bool isNew, TRIGGER trtm, Table table, OE orconf) { TK op = (changes != null ? TK.UPDATE : TK.DELETE); int isNewId = (isNew ? 1 : 0); uint mask = 0; for (Trigger p = this; p != null; p = p.Next) { if (p.OP == op && (trtm & p.TRtm) != 0 && CheckColumnOverlap(p.Columns, changes)) { TriggerPrg prg = GetRowTrigger(parse, p, table, orconf); if (prg != null) { mask |= prg.Colmasks[isNewId]; } } } return(mask); }
/// <summary> /// Returns true on the frame the trigger passes the trigger value /// </summary> /// <param name="btn"></param> /// <returns></returns> public static bool GetTriggerAxis(TRIGGER trig, float triggerValue) { string input = PAD_PREFIX; switch (trig) { case TRIGGER.L: input += TRIGGERS_PREFIX + L; break; case TRIGGER.R: input += TRIGGERS_PREFIX + R; break; } bool test = Input.GetAxis(input) >= triggerValue; return(test); }
public void CodeRowTrigger(Parse parse, TK op, ExprList changes, TRIGGER trtm, Table table, int reg, OE orconf, int ignoreJump) { Debug.Assert(op == TK.UPDATE || op == TK.INSERT || op == TK.DELETE); Debug.Assert(trtm == TRIGGER.BEFORE || trtm == TRIGGER.AFTER); Debug.Assert((op == TK.UPDATE) == (changes != null)); for (Trigger p = this; p != null; p = p.Next) { // Sanity checking: The schema for the trigger and for the table are always defined. The trigger must be in the same schema as the table or else it must be a TEMP trigger. Debug.Assert(p.Schema != null); Debug.Assert(p.TabSchema != null); Debug.Assert(p.Schema == p.TabSchema || p.Schema == parse.Ctx.DBs[1].Schema); // Determine whether we should code this trigger if (p.OP == op && p.TRtm == trtm && CheckColumnOverlap(p.Columns, changes)) { p.CodeRowTriggerDirect(parse, table, reg, orconf, ignoreJump); } } }
public static Trigger TriggersExist(Parse parse, Table table, TK op, ExprList changes, out TRIGGER maskOut) { TRIGGER mask = 0; Trigger list = null; if ((parse.Ctx.Flags & Context.FLAG.EnableTrigger) != 0) { list = List(parse, table); } Debug.Assert(list == null || !E.IsVirtual(table)); for (Trigger p = list; p != null; p = p.Next) { if (p.OP == op && CheckColumnOverlap(p.Columns, changes)) { mask |= p.TRtm; } } maskOut = mask; return(mask != 0 ? list : null); }
/****************************************************** * Function: GetTrigger * Parameters: * whichPlayer - Players ONE through FOUR * whichTrigger - Left or Right * Return: * Returns the float value of the desired trigger * for the desired player ******************************************************/ public static float GetTrigger(PLAYER_NUMBER whichPlayer, TRIGGER whichTrigger) { float triggerValue = 0.0f; string inputToCheck = ""; #if UNITY_ANDROID inputToCheck += "A_"; #endif inputToCheck += "P" + ((int)whichPlayer).ToString() + "_Trigger_"; switch (whichTrigger) { case TRIGGER.LEFT: inputToCheck += "L"; break; case TRIGGER.RIGHT: inputToCheck += "R"; break; default: break; } triggerValue = Input.GetAxis(inputToCheck); #if UNITY_ANDROID inputToCheck.Replace('A', 'F'); float fireTVValue = Input.GetAxis(inputToCheck); if (Mathf.Abs(triggerValue) < Mathf.Abs(fireTVValue)) { triggerValue = fireTVValue; } #endif return triggerValue; }
public uint TriggerColmask(Parse parse, ExprList changes, bool isNew, TRIGGER trtm, Table table, OE orconf) { TK op = (changes != null ? TK.UPDATE : TK.DELETE); int isNewId = (isNew ? 1 : 0); uint mask = 0; for (Trigger p = this; p != null; p = p.Next) if (p.OP == op && (trtm & p.TRtm) != 0 && CheckColumnOverlap(p.Columns, changes)) { TriggerPrg prg = GetRowTrigger(parse, p, table, orconf); if (prg != null) mask |= prg.Colmasks[isNewId]; } return mask; }
public void CodeRowTrigger(Parse parse, TK op, ExprList changes, TRIGGER trtm, Table table, int reg, OE orconf, int ignoreJump) { Debug.Assert(op == TK.UPDATE || op == TK.INSERT || op == TK.DELETE); Debug.Assert(trtm == TRIGGER.BEFORE || trtm == TRIGGER.AFTER); Debug.Assert((op == TK.UPDATE) == (changes != null)); for (Trigger p = this; p != null; p = p.Next) { // Sanity checking: The schema for the trigger and for the table are always defined. The trigger must be in the same schema as the table or else it must be a TEMP trigger. Debug.Assert(p.Schema != null); Debug.Assert(p.TabSchema != null); Debug.Assert(p.Schema == p.TabSchema || p.Schema == parse.Ctx.DBs[1].Schema); // Determine whether we should code this trigger if (p.OP == op && p.TRtm == trtm && CheckColumnOverlap(p.Columns, changes)) p.CodeRowTriggerDirect(parse, table, reg, orconf, ignoreJump); } }
public static Trigger TriggersExist(Parse parse, Table table, TK op, ExprList changes, out TRIGGER maskOut) { TRIGGER mask = 0; Trigger list = null; if ((parse.Ctx.Flags & Context.FLAG.EnableTrigger) != 0) list = List(parse, table); Debug.Assert(list == null || !E.IsVirtual(table)); for (Trigger p = list; p != null; p = p.Next) if (p.OP == op && CheckColumnOverlap(p.Columns, changes)) mask |= p.TRtm; maskOut = mask; return (mask != 0 ? list : null); }
public void Change(bool b = true) { TRIGGER?.Invoke(b); }