void expanded(bool isExpanded) { AnimateArgs args = new AnimateArgs("Is_Enabled"); args.B = isExpanded; BroadcastMessage("animateBool", args); }
void selectedMove(bool isSelected) { AnimateArgs args = new AnimateArgs("Is_Selected_Move"); args.B = isSelected; BroadcastMessage("animateBool", args); }
void verticalSpeed(float speed) { AnimateArgs args = new AnimateArgs("velocityJump"); args.F = speed; SendMessage("animateFloat", args); }
void isMoving(float speed) { AnimateArgs args = new AnimateArgs("MovingGround"); args.F = speed; SendMessage("animateFloat", args); }
private void currentLife(float lifePercentage) { AnimateArgs args = new AnimateArgs("Life"); args.F = lifePercentage; SendMessage("animateFloat", args); }
void saturationChange(float sat) { AnimateArgs args = new AnimateArgs("saturationChange"); args.F = sat; SendMessage("animateFloat", args); }
private void takeDamage(object sender, DamageArgs args) { currentHP -= args.Damage; damageThisTurn += args.Damage; float percentage = (float)currentHP / maxHP; setSaturation(percentage); if (OnHpChange != null) { OnHpChange(this, new HpChangeArgs(currentHP)); } AnimateArgs animateArgs = new AnimateArgs("CurrentLife"); animateArgs.F = percentage; BroadcastMessage("animateFloat", animateArgs); if (currentHP <= 0) { Destroy(gameObject.GetComponent <OnHurtOverworld>()); Destroy(gameObject.GetComponent <Jump>()); Destroy(gameObject.GetComponent <Move>()); BroadcastMessage("die"); } }
protected override void triggerResponse(object sender, EventArgs e) { AnimateArgs args = new AnimateArgs(Name); args.B = B; args.F = F; args.I = I; target.BroadcastMessage("animate" + ANIMATION_REFENCE[(int)type], args); }
private void endCombat(bool won) { //Parar de receber Inputs de combate. //Mostrar tela de prêmios ao jogador. //Animações de Vitória GameObject.FindGameObjectWithTag("SceneChanger").BroadcastMessage("enterCombat", false); Time.timeScale = 1; //GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>().enabled = true; //GameObject.FindGameObjectWithTag("CombatCamera").GetComponent<Camera>().enabled = false; GameObject[] enemies = GameObject.FindGameObjectsWithTag("EnemyParty"); foreach (GameObject enemy in enemies) { Destroy(enemy); } GameObject[] playerParty = GameObject.FindGameObjectsWithTag("PlayerParty"); foreach (GameObject playerChar in playerParty) { StatModifier[] modifiers = playerChar.GetComponents <StatModifier>(); foreach (StatModifier modifier in modifiers) { Destroy(modifier); } } foreach (GameObject obj in GameObject.FindGameObjectsWithTag("Action")) { Destroy(obj); } if (won) { Destroy(starter.gameObject); } GameObject iris = GameObject.Find("Iris"); if (GameObject.Find("IrisCombat").GetComponent <CombatCharacter>().currentHP > 0) { iris.GetComponent <Character>().currentHP = GameObject.Find("IrisCombat").GetComponent <CombatCharacter>().currentHP; } else { iris.GetComponent <Character>().currentHP = 1; } float percentage = (float)iris.GetComponent <Character>().currentHP / iris.GetComponent <Character>().maxHP; AnimateArgs animateArgs = new AnimateArgs("CurrentLife"); animateArgs.F = percentage; iris.BroadcastMessage("animateFloat", animateArgs); iris.BroadcastMessage("setSaturation", percentage); Destroy(gameObject); }
void animateBool(AnimateArgs args) { anim.SetBool(args.AnimationName, args.B); }
void animateInt(AnimateArgs args) { anim.SetInteger(args.AnimationName, args.I); }
void animateFloat(AnimateArgs args) { anim.SetFloat(args.AnimationName, args.F); }
void animateOnce(AnimateArgs args) { anim.SetTrigger(args.AnimationName); }