示例#1
0
    void OnDisplay(CustomGraphicEvent eventdata)
    {
        if (!Contains(eventdata.Tag))
        {
            Debug.LogError("CG tag: " + eventdata.Tag + "is unknown. please add to CGDisplay");
            return;
        }

        if (eventdata.Tag.ToLower() != ActiveCG.Tag.ToLower())
        {
            ActiveCG         = new CGDetails();
            ActiveCG.Tag     = eventdata.Tag;
            ActiveCG.Graphic = Instantiate(GetCG(ActiveCG.Tag).Graphic, transform);
        }

        StartCoroutine(TextParser.FrameDelay(ActiveCG.Graphic, Events.CG, eventdata));

        if (eventdata.ContainsAct(OpenCGTag))
        {
            Space.DispatchEvent(Events.Backdrop, new StageDirectionEvent(Room.None, "", eventdata.HasTransition()));
            Space.DispatchEvent(Events.CharacterCall, new CastDirectionEvent("all", "exit"));
            Active = true;
        }

        if (eventdata.ContainsAct(CloseCGTag))
        {
            CloseCG();
        }

        //ActiveCG.Graphic.DispatchEvent(Events.CG, eventdata);
    }
示例#2
0
 void CloseCG()
 {
     Active = false;
     ActiveCG.Graphic.DispatchEvent(Events.CloseCG);
     Destroy(ActiveCG.Graphic, 5);
     ActiveCG = new CGDetails();
 }
示例#3
0
    void SendCommand(CGDetails command)
    {
        //var vis = command.Graphic.GetComponent<SpriteRenderer>();

        var col = Color.white;

        command.Graphic.DispatchEvent(Events.Fade, new FadeEvent(col, CommandSpeed));
    }
示例#4
0
    // Use this for initialization
    void Start()
    {
        ActiveCG = new CGDetails();

        Space.Connect <CustomGraphicEvent>(Events.CG, OnDisplay);
        Space.Connect <DefaultEvent>(Events.Backdrop, OnClose);

        Space.Connect <DefaultEvent>(Events.Save, OnSave);
        Space.Connect <DefaultEvent>(Events.Load, OnLoad);
    }
示例#5
0
    void OnLoad(DefaultEvent eventdata)
    {
        if (Game.current.CurrentCG != "" && Game.current.CurrentCG != null)
        {
            ActiveCG     = new CGDetails();
            ActiveCG.Tag = Game.current.CurrentCG;
            print(Game.current.CurrentCG);
            ActiveCG.Graphic = Instantiate(GetCG(ActiveCG.Tag).Graphic, transform);


            StartCoroutine(TextParser.FrameDelay(ActiveCG.Graphic, Events.CG, new CustomGraphicEvent(ActiveCG.Tag, OpenCGTag)));

            StartCoroutine(TextParser.FrameDelay(ActiveCG.Graphic, Events.Load));

            //Space.DispatchEvent(Events.Backdrop, new StageDirectionEvent(Room.None, ""));
            //Space.DispatchEvent(Events.CharacterCall, new CastDirectionEvent("all", "exit"));
            Active = true;
        }
    }