Пример #1
0
        void OnTriggerEnter(Collider other)
        {
            if (!sequenceToPlay)
            {
                Debug.LogWarning("You have triggered a sequence in your scene, however, you didn't assign it a Sequence To Play", gameObject);
                return;
            }

            if (sequenceToPlay.IsPlaying)
            {
                return;
            }

            if (other.CompareTag("MainCamera") && isMainCameraTrigger)
            {
                sequenceToPlay.Play();
                return;
            }

            if (other.CompareTag("Player") && isPlayerTrigger)
            {
                sequenceToPlay.Play();
                return;
            }

            if (other.gameObject == triggerObject)
            {
                sequenceToPlay.Play();
                return;
            }
        }
Пример #2
0
 public void Play()
 {
     if (m_SequencerGameObject != null)
     {
         WellFired.USSequencer sequencer = m_SequencerGameObject.GetComponent <WellFired.USSequencer>();
         sequencer.Play();
     }
 }
        private void PlaySequence()
        {
            if (sequenceToPlay.RunningTime >= sequenceToPlay.Duration)
            {
                sequenceToPlay.RunningTime = 0.0f;
            }

            sequenceToPlay.Play();
        }
 private void ToggleSequence()
 {
     if (sequenceToPlay.RunningTime >= sequenceToPlay.Duration)
     {
         sequenceToPlay.RunningTime = 0.0f;
         sequenceToPlay.Play();
     }
     else
     {
         if (sequenceToPlay.IsPlaying)
         {
             sequenceToPlay.Pause();
         }
         else
         {
             sequenceToPlay.Play();
         }
     }
 }
Пример #5
0
        public override void FireEvent()
        {
            if (!sequence)
            {
                Debug.LogWarning("No sequence for USPlaySequenceEvent : " + name, this);
                return;
            }

            if (!Application.isPlaying)
            {
                Debug.LogWarning("Sequence playback controls are not supported in the editor, but will work in game, just fine.");
                return;
            }

            if (!restartSequencer)
            {
                sequence.Play();
            }
            else
            {
                sequence.RunningTime = 0.0f;
                sequence.Play();
            }
        }
Пример #6
0
        void Update()
        {
            if (hasPlayed)
            {
                return;
            }

            currentTime += Time.deltaTime;

            if (currentTime >= delay && sequence)
            {
                sequence.Play();
                hasPlayed = true;
            }
        }
Пример #7
0
    public void PlaySequencer(string strSequencer)
    {
        if (m_IsPlay)
        {
            return;
        }

        if (strSequencer == "")
        {
            return;
        }

        //隐藏npc
        //Client.IEntitySystem es = Client.ClientGlobal.Instance().GetEntitySystem();
        //if (es != null)
        //    es.ShowEntity(false);
        try
        {
            m_SequencerGameObject = WellFired.USSequencerLoad.LoadSequencerFromXml(strSequencer);
        }
        catch
        {
            PlaybackFinished(null);
            goto Exit0;
        }

        if (m_SequencerGameObject != null)
        {
            WellFired.USSequencer sequencer = m_SequencerGameObject.GetComponent <WellFired.USSequencer>();

            if (sequencer != null)
            {
                sequencer.PlaybackFinished += this.PlaybackFinished;
                sequencer.BeforeUpdate     += this.BeforeUpdate;

                m_IsPlay = true;
                if (m_IsPlay == true)
                {
                    RoleStateBarManager.HideHeadStatus();//隐藏npc血条

                    //隐藏提示
                    TipsManager.Instance.EnableTips(false);

                    //关闭声音
                    //IClientGlobal的MuteGameSound方法
                    Client.ClientGlobal.Instance().MuteGameSound(true);


                    ///显示黑边
                    StoryPanel.StoryData data = new StoryPanel.StoryData();
                    data.Des              = "";
                    data.ShowSkip         = SequencerManager.Instance().IsShowSkipSequencerBtn();
                    data.SkipDlg          = SequencerManager.Instance().OnSkipSequencer;
                    data.ColliderClickDlg = SequencerManager.Instance().OnClickSequencer;

                    ////隐藏npc
                    Client.IEntitySystem es = Client.ClientGlobal.Instance().GetEntitySystem();
                    if (es != null)
                    {
                        es.ShowEntity(false);
                    }
                }

                sequencer.Play();
            }
        }



Exit0:
        return;
    }