public SpawnOnEvent(ActionStateEvents startEvent, ActionStateEvents endEvent, bool parent, PrefabEntity prefab) { StartEvent = startEvent; EndEvent = endEvent; Prefab = prefab; Parent = parent; }
public CameraShakeEvent(ActionStateEvents state, Vector3 force, int frames, bool isRotation) { Event = state; Force = force; Frames = frames; IsRotation = isRotation; }
public WaitForAnimation(ActionStateEvents statEvent, string animationClip, bool onEvent, bool onComplete) { _animationClip = animationClip; _onEvent = onEvent; _onComplete = onComplete; StateEvent = statEvent; }
public void PostAnimationEvent(ActionUsingNode node, string eventName) { if (Events.TryGetValue(eventName, out var animationEvent)) { animationEvent.Trigger(node, eventName); } ActionStateEvents state = AnimationEvents.ToStateEvent(eventName); if (state == ActionStateEvents.Activate) { node.Entity.Post(new ActionStateEvent(node.Entity, node.Entity, node.Animator.GetEventPosition, node.Animator.GetEventRotation, ActionStateEvents.Activate)); } if (state == ActionStateEvents.None) { return; } var stateEvent = new ActionStateEvent(node.Entity, Action.GetEntity(), node.Animator.GetEventPosition, node.Animator.GetEventRotation, state); if (Action.Fx != null) { Action.Fx.TriggerEvent(stateEvent); } for (int i = 0; i < ScriptedEvents.Count; i++) { if (ScriptedEvents[i].Event != state) { continue; } PostAnimationEvent(stateEvent); break; } }
public SpawnOnEvent(ActionStateEvents startEvent, ActionStateEvents endEvent, bool parent, GameObject prefab) { StartEvent = startEvent; EndEvent = endEvent; Prefab = prefab; Parent = parent; }
public EventCheckRaycastCollision(ActionStateEvents stateEvent, float rayDistance, float raySize, bool limit) { RayDistance = rayDistance; RaySize = raySize; StateEvent = stateEvent; LimitToEnemy = limit; }
public ActionStateEvent(CharacterNode origin, CharacterNode target, Vector3 position, Quaternion rotation, ActionStateEvents state) { Origin = origin; Target = target; Position = position; Rotation = rotation; State = state; }
public ActionStateEvent(Entity origin, Entity focus, Vector3 position, Quaternion rotation, ActionStateEvents state) { Origin = origin.FindNode <CharacterNode>(); Target = focus.FindNode <CharacterNode>(); Position = position; Rotation = rotation; State = state; }
public ActionStateEvent(Entity origin, Entity focus, Vector3 position, Quaternion rotation, ActionStateEvents state) { Origin = origin; Focus = focus; Position = position; Rotation = rotation; State = state; }
public void Post(Entity target, Vector3 position, Quaternion rotation, ActionStateEvents state) { if (state == ActionStateEvents.None) { return; } LastStateEvent = new ActionStateEvent(EntityOwner, target, position, rotation, state); Post(LastStateEvent.Value); }
public static IActionScriptedEvent ParseMessage(ActionStateEvents stateEvent, string[] splitWords) { var param0 = splitWords.Length < 2 ? "" : splitWords[1]; var param1 = splitWords.Length < 3 ? "" : splitWords[2]; switch (splitWords[0].ToLower()) { case "fov": case "zoom": return(new CameraFovShakeEvent(stateEvent, ParseUtilities.TryParse(param0, 5f), ParseUtilities.TryParse(param1, 4))); case "pitch": case "kick": return(new CameraShakeEvent(stateEvent, ParseUtilities.TryParse(param0, Vector3.up), ParseUtilities.TryParse(param1, 4), false)); case "shake": case "rotate": return(new CameraShakeEvent(stateEvent, ParseUtilities.TryParse(param0, Vector3.up), ParseUtilities.TryParse(param1, 4), true)); } return(null); }
public AddChargeForce(ActionStateEvents stateEvent) { StateEvent = stateEvent; }
public DetermineHitOrMiss(ActionStateEvents stateEvent) { StateEvent = stateEvent; }
public WaitForSpawnMovement(ActionStateEvents stateEvent) { StateEvent = stateEvent; }
public CameraStateShakeEvent(ActionStateEvents state, int frames, bool isRotation) { Event = state; Frames = frames; IsRotation = isRotation; }
public GenerateCollisionEvent(ActionStateEvents stateEvent) { StateEvent = stateEvent; }
public SpawnProjectile(ActionStateEvents stateEvent) { StateEvent = stateEvent; }
public void PostAdvance(Entity target, Vector3 position, Quaternion rotation, ActionStateEvents state) { Post(target, position, rotation, state); Advance(); }
public CameraFovShakeEvent(ActionStateEvents @event, float force, int frames) { Event = @event; Force = force; Frames = frames; }
public EventSpawnProjectile(ActionStateEvents stateEvent, string data) { StateEvent = stateEvent; Data = data; }
public WaitEvent(ActionStateEvents @event, float waitTime, bool unscaled) { Event = @event; _timer = new Timer(waitTime, unscaled); }
public ActionScriptedSequence(ActionStateEvents @event, IActionScriptedEvent[] scriptedEvents) { Event = @event; ScriptedEvents = scriptedEvents; }