public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor) { var obj = Instantiate(Obj, Position, Rotation); player.ProvideFuture(obj, futureId); yield break; }
public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor) { var w = new Waiter(Duration, Realtime); cache[executor] = w; while (w.Tick()) { yield return(null); } }
public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor) { var obj = Object.Resolve(player); if (obj != null) { UnityEngine.Object.Destroy(obj); } yield break; }
public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor) { var go = Target.Resolve(player); if (go != null) { go.SetActive(Active); } yield break; }
public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor) { var director = Director.Resolve(player); if (director.playableAsset != PlayableAsset) { director.playableAsset = PlayableAsset; } director.Play(); yield return(new WaitForSeconds((float)PlayableAsset.duration)); }
public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor) { var obj = Object.Resolve(player); var p = NewParent.Resolve(player); if (!obj) { Debug.LogError("Couldn't find object to set parent"); } if (!p) { Debug.LogError("Couldn't find parent object"); } obj.transform.SetParent(p.transform); yield break; }
public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor) { yield break; }
/// <summary> /// The method called when the token is supposed to execute whatever it's action is supposed to do. /// This is run inside a coroutine, meanly whatever is execute will behave exactly like one. /// <br/> /// <a href="https://docs.unity3d.com/Manual/Coroutines.html">Click here for an article about coroutines</a> /// </summary> /// <param name="player">The <see cref="CutscenePlayer"/> that the cutscene is being executed in.</param> /// <param name="executor"></param> /// <returns>The enumerator that is executed by the <see cref="player"/> inside a coroutine.</returns> public abstract IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor);
public void Skip(CutscenePlayer player, CutsceneExecutor executor) { }
public override IEnumerator Execute(CutscenePlayer player, CutsceneExecutor executor) { Debug.Log(Text); yield break; }