示例#1
0
 public void AddEntry(Id obj, int par)
 {
     CheckEventBetweenScenes.AddEntry(par);
 }
示例#2
0
    public IEnumerator RunEvents()
    {
        for (int i = 0; i < m_Events.Count(); i++)
        {
            if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Active_No)
            {
                gameObject.GetComponent <ActivateDeactivate>().DeActivate(m_Objects[i]);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Active_Yes)
            {
                gameObject.GetComponent <ActivateDeactivate>().Activate(m_Objects[i]);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Change_Model)
            {
                gameObject.GetComponent <ChangeModel> ().SetStages(m_Events[i].m_ChangeModelMh, m_Events[i].m_ChangeModelTx);
                gameObject.GetComponent <ChangeModel> ().ModelChange(m_Objects[i]);
            }
            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Delay)
            {
                timer  = 0;
                timer += m_Events[i].m_DelayValue;
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Door_Close)
            {
                gameObject.GetComponent <OpenCloseDoor>().CloseDoor(m_Objects[i]);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Door_Open)
            {
                gameObject.GetComponent <OpenCloseDoor>().OpenDoor(m_Objects[i]);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Door_Angle)
            {
                gameObject.GetComponent <OpenCloseDoor>().AngleDoor(m_Objects[i], m_Events[i].m_OpenDoor, m_Events[i].m_LerpSpeed);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Drawer_Close)
            {
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Drawer_Open)
            {
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Kill)
            {
                gameObject.GetComponent <KillPlayer>().KillThePlayer();
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Lights_Off)
            {
                gameObject.GetComponent <TriggerLights>().LightOff(m_Objects[i]);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Lights_On)
            {
                gameObject.GetComponent <TriggerLights>().LightOn(m_Objects[i]);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Lights_Toggle)
            {
                gameObject.GetComponent <TriggerLights>().LightSwitch(m_Objects[i]);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Lock)
            {
                gameObject.GetComponent <LockUnlock>().Lock(m_Objects[i]);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Particles_Off)
            {
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Particles_On)
            {
                gameObject.GetComponent <OpenCloseDoor>().AddRigidbody(m_Objects[i]);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.PlayMovie)
            {
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Sound_Effect_Start)
            {
                gameObject.GetComponent <OpenCloseDoor>().PlaySoundEffect(m_Objects[i]);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Sound_Effect_Stop)
            {
                gameObject.GetComponent <OpenCloseDoor>().StopSoundEffect(m_Objects[i]);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Sound_Effect_Change)
            {
                gameObject.GetComponent <OpenCloseDoor>().ChangeSoundEffect(m_Objects[i], m_Events[i].m_DelayValue);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Spawn)
            {
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.Unlock)
            {
                gameObject.GetComponent <LockUnlock>().UnLock(m_Objects[i]);
            }

            // <===============================================================================>

            else if (m_Events[i].m_ChosenEffect == m_DifferentEffects.AddEventBetweenScenes)
            {
                CheckEventBetweenScenes.AddEntry(m_Events[i].m_NegativeID);
                //gameObject.GetComponent<OpenCloseDoor>().AddEntry(m_Objects[i], m_Events[i].m_NegativeID);
            }

            // <===============================================================================>

            if (timer > 0)
            {
                yield return(new WaitForSeconds(timer));
            }
        }
    }