public void BeginDecision(EaseMoveTo MovementComponent) { MovementComponent.SmoothTransport(new Trans(transform)); CurrentMovement = MovementComponent; if (OnBeginDecision != null) { OnBeginDecision.Invoke(); } }
public void ShowZoomDetail() { if (CurrentDetail != this) { //Lazy loading if (bPendingInitialization) { Initialize(); } //Close any open zoom detail that cannot be open when other one is if (CurrentDetail && CurrentDetail.CloseOnExternalActivation) { CurrentDetail.ExitZoomDetail(); } //Setup CurrentDetail = this; if (ExitTransform == null) { ExitPoint = new Trans(MyManager.Instance.playerGameObject.transform); } else { ExitPoint = new Trans(ExitTransform); } //Queue smooth transport _playerObject.SmoothTransport(new Trans(TargetPosition ? TargetPosition : gameObject.transform), EaseMoveTo.DefaultSmoothTime, null, !ShouldForceRotation); if (ZoomCanvas) { ZoomCanvas.SetActive(true); } if (OnShown != null) { OnShown.Invoke(); } } }
private void AfterFadeoutContinueFlowerCinematic() { //First move the character MyManager.Instance.playerGameObject.transform.position = FlowerPosition.position; MyManager.Instance.playerGameObject.transform.eulerAngles = FlowerPosition.eulerAngles; //Second start the fade in MyManager.Instance.FadeIn(); //Third, begin the smooth movement on the bee Bee.SmoothTransport(new Trans(BeeFlowerTarget), -1.0f, OnBeeReachedFlower); }
/// <summary> /// Activates this hotspot, setting it as the currently active one. Sends OnDeactivate messages to any hotspot that was activated previously /// </summary> public void Activate() { if (bNeedsInitialize) { Initialize(); } //Disable any hotspot currently running if (RequiresFlush && ActiveHotspots.Count > 0) { HotspotMovement.Flush(); } //Move the character and register _playerObject.SmoothTransport(new Trans(PositionOverride ? PositionOverride : gameObject.transform), -1, null, true); HotspotMovement.RegisterActiveHotspot(this); //Call event dispatcher if (OnActivated != null) { OnActivated.Invoke(); } }