Пример #1
0
    public void CloseComplete()
    {
        //Called by the transition effect to tell us it's done transitioning to black.
        //now that the screen is dark, move characters to new position.
//		PlayManager.instance.party[0].transform.position = enterPos;

        //Change the current areaInfo to the new one.
        cam.GetComponent <CameraSystem>().currentArea = newArea;

        //recenter camera
        cam.GetComponent <CameraSystem>().ResetPos();
        //recenter effect
        effect.ResetPos();

        Debug.Log("Transition forced close!");

        passTarget.SendMessage("Activate");

        //Move the camera position.

//		//Tell AreaTransitionScript to fade back from black again.
//		effect.Continue();
//
//		//Change state to wait while it does that.
        state = transitionState.waiting;
    }
Пример #2
0
    public void CloseComplete()
    {
        //Called by the transition effect to tell us it's done transitioning to black.
        //now that the screen is dark, move characters to new position.

//		PlayManager.instance.party[0].transform.position = enterPos;
        foreach (Player brosef in PlayManager.instance.party)
        {
            brosef.transform.position = enterPos;
        }
        //Move characters along side them. This is sloppy at present but whatever it's late
        if (PlayManager.instance.party.Length > 1)
        {
            Vector3 adjustPos = enterPos;
            if (bVertical)
            {
                adjustPos.x += 0.5f;
            }
            else
            {
                adjustPos.y -= 0.5f;
            }
            PlayManager.instance.party [1].transform.position = adjustPos;
            adjustPos = enterPos;

            if (PlayManager.instance.party.Length > 2)
            {
                if (bVertical)
                {
                    adjustPos.x -= 0.5f;
                }
                else
                {
                    adjustPos.y += 0.5f;
                }
                PlayManager.instance.party [2].transform.position = adjustPos;
            }
        }


        //Change the current areaInfo to the new one.
        cam.GetComponent <CameraSystem>().currentArea = newArea;

        //recenter camera
        cam.GetComponent <CameraSystem>().ResetPos();
        //recenter effect
        effect.ResetPos();



        //Move the camera position.

        //Tell AreaTransitionScript to fade back from black again.
        effect.Continue();

        //Change state to wait while it does that.
        state = transitionState.transitionOpen;
    }
Пример #3
0
    public void OpenComplete()
    {
        //Unlock character controls.
//		for (int i = 0; i < PlayManager.instance.party.Length; i++) {
//			PlayManager.instance.party [i].GetComponent<Movement> ().ForceLock (false);
//		}
        //Go back to waiting.
        state = transitionState.waiting;
    }
Пример #4
0
        public override void autoUpdateState(Mouse mouse)
        {
            transitionState oldState = base.getSubState();

            base.autoUpdateState(mouse);
            if (base.getSubState() == transitionState.DOWN && base.getSubState() != oldState)
            {
                startLevel();
            }
        }
Пример #5
0
    public void Activate()
    {
        //Change senders
        effect.UpdateSender(this.gameObject);
        //Tell AreaTransitionScript to fade back from black again.
        effect.Continue();

        //Change state to wait while it does that.
        state = transitionState.transitionOpen;
    }
Пример #6
0
 //Called by Player.cs when it touches the collider attached to this object.
 public void Begin()
 {
     state = transitionState.transitionClose;
     //lock character input
     //		for (int i = 0; i < PlayManager.instance.party.Length; i++) {
     //			PlayManager.instance.party [i].GetComponent<Movement> ().ForceLock (true);
     //		}
     //Send notification to AreaTransitionEffect to begin the effect
     //		effect.Begin(this);
     effect.SendMessage("Begin", this.gameObject);
 }
Пример #7
0
 /**
  * Will AutoUpdate the State if this Button and is subPanels based on the psotion of the mouse
  * Note: Subpanels will be made invisible if the button is idle or inactive and when only be visible of the button is selected
  * Unless selectable == false; Then subPanels will be updated the same way they are in Panel
  * Otherwise
  * @param mouse
  */
 public override void autoUpdateState(Mouse mouse)
 {
     //inactive Buttons do not update
     if (getState() != PanelState.INACTIVE)
     {
         if (mouse != null && isPointOver(mouse.getWorldPosition().X, mouse.getWorldPosition().Y))
         {
             //MouseClick
             if (mouse.leftMouseDown || mouse.rightMouseDown || mouse.middleMouseDown)
             {
                 subState = transitionState.DOWN;
             }
             //MouseOver
             else
             {
                 //Alternate state?
                 if (subState == transitionState.DOWN)
                 {
                     if (getState() == PanelState.IDLE && selectable)
                     {
                         setState(PanelState.SELECTED, true);
                     }
                     else
                     {
                         setState(PanelState.IDLE, true);
                     }
                 }
                 subState = transitionState.MOUSEOVER;
             }
         }
         //Idle
         else
         {
             //Alternate State?
             if (subState == transitionState.DOWN)
             {
                 if (getState() == PanelState.IDLE && selectable)
                 {
                     setState(PanelState.SELECTED, true);
                 }
                 else
                 {
                     setState(PanelState.IDLE, true);
                 }
             }
             subState = transitionState.UP;
         }
         if (getState() == PanelState.SELECTED || !selectable)
         {
             autoUpdateSubPanels(mouse);
         }
     }
     updateImage();
 }
Пример #8
0
    public void OpenComplete()
    {
        //Unlock character controls.
        //		for (int i = 0; i < PlayManager.instance.party.Length; i++) {
        //			PlayManager.instance.party [i].GetComponent<Movement> ().ForceLock (false);
        //		}
        //Go back to waiting.
        state = transitionState.waiting;
        passTarget.SendMessage("Activate");

        effect.Reset();          //reset position to start position
    }
Пример #9
0
 public void Reset()
 {
     state = transitionState.waiting;
 }
Пример #10
0
 /**
  * Will set this buttons current SubState to the given state
  * @param newState
  */
 public void setSubState(transitionState newState)
 {
     subState = newState;
     updateImage();
 }