//************************// // Public Functions // //************************// public void InitializeArea(GameObject _player, SpawnPointData _spawnPoint) { SpawnPoint spawnPoint = m_spawnPoints.Find(x => x.spawnPointData == _spawnPoint); if (spawnPoint) { GameState gameState = GameManager.Instance.state; AreaState areaState = gameState.GetAreaState(m_area); if (areaState == null) { gameState.areaStates.Add(m_state); } else { m_state = areaState; } InitializeNormalKeys(); InitializeLevers(); _player.transform.position = spawnPoint.transform.position; CinemachineVirtualCamera cam = Instantiate(m_playerFollowCamera, _player.transform.position, Quaternion.identity).GetComponent <CinemachineVirtualCamera>(); cam.Follow = _player.transform; cam.GetComponent <CinemachineConfiner>().m_BoundingShape2D = m_areaCameraBounds; } else { Debug.LogErrorFormat("{0}: Could not find spawn point {1}!", name, _spawnPoint.name); } }
/// <summary> /// Initializes a new instance of the <see cref="AreaActor"/> class. /// </summary> /// <param name="shardRegionResolver">Shard region resolver.</param> public AreaActor(IShardRegionResolver shardRegionResolver) { if (shardRegionResolver == null) { throw new ArgumentNullException(nameof(shardRegionResolver)); } ulong areaId = this.ExtractObjectId(); this.state = new AreaState(areaId); this.shardRegionObject = shardRegionResolver.GetShardRegion(ShardRegions.OBJECTREGION); }
public void SetManorRegionAreaState(AreaState areaState, long workTimeStamp = 0) { this.areaState = areaState; if (Root2dSceneManager._instance.isFriendManor) { switch (areaState) { case AreaState.NoUnlock: case AreaState.Conversation: case AreaState.Pay: case AreaState.RoadWork: case AreaState.WorkShed: SetFriendLockState(); break; case AreaState.RemoveWorkShed: SetFriendUnLockState(); break; } } else { isSelfRegionUnLock = false; switch (areaState) { case AreaState.NoUnlock: SetSelfLockState(); break; case AreaState.Conversation: SetSelfDialogState(); break; case AreaState.Pay: SetSelfPayState(); break; case AreaState.RoadWork: SetSelfRoadWorkState(workTimeStamp); break; case AreaState.WorkShed: SetSelfWorkShedState(); break; case AreaState.RemoveWorkShed: isSelfRegionUnLock = true; SetSelfRemoveWorkShedState(); break; } } }
public GameObject ZoneModelObjectForState(AreaState state) { GameObject obj = Instantiate(state == AreaState.Controlled ? basicZoneModel : zonePlaceModel); var randomScale = Random.Range(0.8f, 1.2f); var rotationAngle = Random.Range(0f, 360f); obj.transform.localScale = new Vector3(randomScale, randomScale, randomScale); obj.transform.rotation = Quaternion.Euler(270.0f, 0, 0) * Quaternion.Euler(0.0f, rotationAngle, 0.0f); obj.transform.SetParent(map.mapZonesObject.transform, false); obj.AddComponent <ZoneSelect>(); obj.SetActive(state != AreaState.Locked); return(obj); }
/// <summary> /// Recovery handler that receives persistent events during recovery. /// </summary> /// <param name="message">Message offered.</param> /// <returns>true if message is handled.</returns> protected override bool ReceiveRecover(object message) { if (message is SnapshotOffer offeredSnapshot) { this.state = (AreaState)offeredSnapshot.Snapshot; } else if (message is RecoveryCompleted) { this.log.Debug($"{this.Self.Path} recovery completed"); } else if (message is IInternalCommand) { this.UpdateState((IInternalCommand)message); } return(true); }
public void ChangeAreaState(AreaState state) { switch (state) { case AreaState.Default: SetCoverColor(new Color(0, 0, 0, 0)); break; case AreaState.Selectable: SetCoverColor(moveColor.SetAlpha(0.3f)); break; case AreaState.Selecting: SetCoverColor(moveColor.SetAlpha(0.7f)); break; default: break; } }
public void SetState(AreaState state) { switch (state) { case AreaState.Healthy: this._statePic.spriteName = "Select_server_bar_green"; break; case AreaState.Crowded: this._statePic.spriteName = "Select_server_bar_orange"; break; case AreaState.Full: this._statePic.spriteName = "Select_server_bar_red"; break; default: this._statePic.spriteName = "Select_server_bar_gray"; break; } }
void CurrentArea_OnNavigationEven(AreaState state, BaseArea area) { switch (state) { case AreaState.startOpen: break; case AreaState.endOpen: break; case AreaState.startClose: break; case AreaState.endClose: CurrentArea.OnNavigationEven -= CurrentArea_OnNavigationEven; Destroy(CurrentArea.gameObject); CurrentArea = null; if (nextAreas.Count > 0) { NavigationObject next = nextAreas[0]; nextAreas.RemoveAt(0); Open(next); } break; } if (OnNavigationEvent != null) { OnNavigationEvent(state, area); } }
public void SwitchAreaState(AreaState state) { currentAreaState = state; UIManager.Instance.SendMessageToWnd(UIPath.WindowPath.MainMenu_Page, new UIMessage(UIMsgType.GameAreaStateChange)); }
public void OnlySetAreaState(AreaState areaState) { this.areaState = areaState; }
private IEnumerator DelayChange(AreaState state, float time) { yield return(new WaitForSeconds(time)); ChangeAreaState(state); }
//*******************************// // MonoBehaviour Functions // //*******************************// private void Awake() { m_state = new AreaState(m_area.id, m_normalKeys, m_levers); m_spawnPoints = new List <SpawnPoint>(FindObjectsOfType <SpawnPoint>()); }
public void SetState(AreaState state, bool value, EffectType type) { SetState((int)state, (byte)(value ? 1 : 0), true, type); }
public bool HasState(AreaState state) { return(HasState((int)state, 1)); }
public bool HasState(AreaState state, bool value) { return(HasState((int)state, (byte)(value ? 1 : 0))); }