示例#1
0
    // Use this for initialization
    void Start()
    {
        seq = action.Sequence();
        var spriteRend = GetComponent <SpriteRenderer>();

        spriteRend.enabled = true;
        spriteRend.color   = startColor;


        // Fade in out of black into splashScreen
        var spriteColorRef = ffSpriteColor;

        seq.Property(spriteColorRef, spriteColorRef.Val.MakeClear(), FFEase.E_Continuous, fadeInTime);
        seq.Sync();

        // delay for wait time
        seq.Delay(waitTime);
        seq.Sync();

        // show text
        var textColorRef = new FFRef <Color>(() => pressAnyKeyText.color, (v) => pressAnyKeyText.color = v);

        textColorRef.Setter(textColorRef.Val.MakeClear());
        seq.Property(textColorRef, textColorRef.Val.MakeOpaque(), FFEase.E_Continuous, 0.45f);

        // Update Sequence for press any key
        seq.Sync();
        seq.Call(UpdateSeq);
    }
示例#2
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    // Use this for initialization
    void Start()
    {
        if (PathToFollow != null && PathToFollow.points.Length > 1)
        {
            movementSeq = action.Sequence();
            audioSeq    = action.Sequence();

            transform.position = PathToFollow.PointAlongPath(PathToFollow.LengthAlongPathToPoint(currentPointNumber));
            movementSeq.Call(WaitForInput);
        }
        else
        {
            if (PathToFollow != null)
            {
                Debug.Log("ExComicController has a path which has " + PathToFollow.points.Length + " points which is invalid.");
            }
            else
            {
                Debug.Log("EXComicController has no path to follow");
            }
        }


        PlayAudio();
    }
    // Use this for initialization
    void Start()
    {
        // Initialize
        {
            FadeSequence = action.Sequence();
        }

        // Fade Sequence
        {
            FadeSequence.Property(
                ffSpriteColor,
                new Color(ffSpriteColor.Val.r, ffSpriteColor.Val.g, ffSpriteColor.Val.b, 0.0f),
                FFEase.E_SmoothStart,
                OpenFadeTime);

            FadeSequence.Sync();
            FadeSequence.Delay(PreFadeTime);
            FadeSequence.Sync();

            if (trigger == FadeTrigger.KeyPress)
            {
                InputUpdate();
            }
            else
            {
                FFMessage <TriggerFade> .Connect(OnTriggerFade);
            }
        }
    }
示例#4
0
 // Use this for initialization
 void Start()
 {
     mConvertMaybe = action.Sequence();
     myRidigBody   = GetComponent <Rigidbody>();
     mPlayers      = FindObjectsOfType <ControllerPlayerController>();
     mAllLights    = FindObjectsOfType <LightChecker>();
     mTarget       = GetTarget();
 }
示例#5
0
    // Use this for initialization
    void Start()
    {
        movementSeq = action.Sequence();
        sizeSeq     = action.Sequence();

        Update();
        sizeSeq.TimeWarpAhead(1.6f);
        movementSeq.TimeWarpAhead(1.6f);
    }
 // Use this for initialization
 void Start()
 {
     if (Paths.Length > 0)
     {
         seq = action.Sequence();
         seq.Call(WaitForInput);
         currentPath = Paths[0].GetComponent <FFPath>();
     }
 }
示例#7
0
 // Use this for initialization
 void Start()
 {
     myRidigBody = GetComponent <Rigidbody>();
     if (!mFlareDropper)
     {
         transform.Find("Light").GetComponent <Light>().intensity = startingIntc;
     }
     stuffImDoing = action.Sequence();
     stuffImDoing.Call(CheckAButton);
     stuffImDoing.Sync();
 }
示例#8
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    public void SayThing(FFAction.ActionSequence dialogSeq, string text, float time)
    {
        Debug.Log("Say Thing");

        TextItem item = new TextItem();

        item.dialogSeq = dialogSeq;
        item.text      = text;
        item.time      = time;

        dialogSeq.Sync();
        dialogSeq.Call(Say, item);
    }
示例#9
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    public void FireBullet(double time, FFVector3 position)
    {
        // Fire
        transform.position = position;
        moveSequence       = action.Sequence();
        moveSequence.TimeWarpFrom(time);
        FireSequenceCall();

        // Death
        deathSequence = action.Sequence();
        deathSequence.Delay(TimeToLive);
        deathSequence.Sync();
        deathSequence.Call(DestroyBullet);
    }
示例#10
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    public void FireBullet(double time, FFVector3 position)
    {
        // Fire
        transform.position = position;
        moveSequence = action.Sequence();
        moveSequence.TimeWarpFrom(time);
        FireSequenceCall();

        // Death
        deathSequence = action.Sequence();
        deathSequence.Delay(TimeToLive);
        deathSequence.Sync();
        deathSequence.Call(DestroyBullet);
    }
示例#11
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    void activate(ActivateEnemiesEvent e)
    {
        if (!active)
        {
            if (seq == null) // first activate
            {
                seq = action.Sequence();
                seq.Call(Stage1);
            }
            else
                seq.Resume();

            active = true;
        }
    }
示例#12
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    void TriggerDeathSequence()
    {
        deathSequence = action.Sequence();
        // animation,sounds,disable colliders,etc...

        Collider col;

        if (col = GetComponent <Collider>())
        {
            col.enabled = false;
        }

        deathSequence.Sync(); // finish all of sequence before destroying GameObject
        deathSequence.Call(gameObject.Destroy);
    }
示例#13
0
    // Use this for initialization
    void Start()
    {
        seq = action.Sequence();


        seq.Property(ffposition, Vector3.zero, FFEase.E_Continuous, 1.0f);
        seq.Property(ffposition, Vector3.zero, FFEase.E_Continuous, 1.0f);
        seq.Delay(2.0f);
        seq.Sync();
        seq.Property(ffrotation, Quaternion.identity, curve, 1.0f);
        seq.Delay(0.5f);
        seq.Sync();
        seq.Property(ffscale, Vector3.one * 2.0f, FFEase.E_Continuous, 1.0f);
        seq.Sync();
        seq.Call(DestroyMe);
    }
示例#14
0
    void activate(ActivateEnemiesEvent e)
    {
        if (!active)
        {
            if (seq == null) // first activate
            {
                seq = action.Sequence();
                seq.Call(Stage1);
            }
            else
            {
                seq.Resume();
            }

            active = true;
        }
    }
示例#15
0
    int activate(ActivateEnemiesEvent e)
    {
        if (!active)
        {
            if (seq == null && seq1 == null) // first activate
            {
                seq  = action.Sequence();
                seq1 = action.Sequence();
                seq.Call(Stage1);
                seq1.Call(Report);
            }
            else
            {
                seq.Resume();
                seq1.Resume();
            }

            active = true;
        }
        return(0);
    }
    void Awake()
    {
        bool localNetObject = FFSystem.RegisterNetGameObject(gameObject, "Player");

        // Make Sequences
        MoveSeq = action.Sequence();
        // Update Sequence

        // Input Events only if object was created by local source
        if (localNetObject)
        {
            FFMessage<FFLocalEvents.UpdateEvent>.Connect(OnUpdateEvent);

            PositionUpdateSeq = action.Sequence();
            PositionUpdateSeq.Call(UpdatePositionCall);
        }

        FFMessageBoard<ExPlayerPositionUpdate>.Connect(OnPlayerPositionUpdate, gameObject);
        FFMessageBoard<ExPlayerMoveAction>.Connect(OnPlayerMoveAction, gameObject);
        FFMessageBoard<ExPlayerFireAction>.Connect(OnPlayerFireAction, gameObject);
    }
示例#17
0
    // Use this for initialization
    void Start()
    {
        updateDialogSeq = action.Sequence();
        dialogSequence  = action.Sequence();

        // Add mapping to dictionary
        foreach (var mapping in OratorMapping)
        {
            if (mapping.name != OratorNames.None && mapping.trans != null)
            {
                Orators.Add(mapping.name, mapping.trans);
            }
        }

        // Add Dialogs
        {
            foreach (Transform child in transform)
            {
                var cd = child.GetComponent <CharacterDialog>();
                if (cd != null)
                {
                    AddCharacterDialog(cd);
                }
            }
        }

        // Listen to events
        FFMessage <EnterParty> .Connect(OnEnterParty);

        FFMessage <LeaveParty> .Connect(OnLeaveParty);

        FFMessage <EnterArea> .Connect(OnEnterArea);

        FFMessage <LeaveArea> .Connect(OnLeaveArea);

        // Start update of dialogs
        UpdateDialog();
    }
示例#18
0
    void Awake()
    {
        bool localNetObject = FFSystem.RegisterNetGameObject(gameObject, "Player");

        // Make Sequences
        MoveSeq = action.Sequence();
        // Update Sequence

        // Input Events only if object was created by local source
        if (localNetObject)
        {
            FFMessage <FFLocalEvents.UpdateEvent> .Connect(OnUpdateEvent);

            PositionUpdateSeq = action.Sequence();
            PositionUpdateSeq.Call(UpdatePositionCall);
        }

        FFMessageBoard <ExPlayerPositionUpdate> .Connect(OnPlayerPositionUpdate, gameObject);

        FFMessageBoard <ExPlayerMoveAction> .Connect(OnPlayerMoveAction, gameObject);

        FFMessageBoard <ExPlayerFireAction> .Connect(OnPlayerFireAction, gameObject);
    }
示例#19
0
    void Start()
    {
        // Set referece to 0 for initialization
        SetVelocityRef(new FFVar <Vector3>(Vector3.zero));
        if (dynAudioPlayer != null)
        {
            dynAudioPlayer.SetDynamicValue(new FFRef <float>(
                                               () => GetVelocityRef().Getter().magnitude,
                                               (v) => { }));
        }

        // make sure stuff is on, We have it off from the
        // start of the level
        GetComponent <CameraController>().enabled = true;
        transform.Find("Camera").gameObject.SetActive(true);

        // Fade Screen
        {
            // init
            fadeScreenSeq = action.Sequence();
            fadeScreenSeq.affectedByTimeScale = false;
            Seq_FadeOutScreenMasks();
        }
    }
示例#20
0
 private void Start()
 {
     seq = action.Sequence();
     StartSeq();
 }
    void Start()
    {
        // Events
        FFMessage<ChangeLevelStateEvent>.Connect(OnChangeLevelStateEvent);
        FFMessage<GetIPAddressEvent>.Connect(OnGetIPAddressEvent);

        // Sequence
        DisconnectSequence = action.Sequence();

        // MenuUI
        if (InputField_PlayerName == null ||
            InputField_ServerIPAddress == null ||
            InputButton_StartNewServer == null ||
            InputButton_JoinServer == null ||
            TextField_IPAddresses == null ||
            TextField_Notice == null)
        {
            Debug.LogError("Error, ExLevelController is missing a refernce to a MenuUI object");
            return;
        }

        // GameUI
        if(InputButton_LeaveServer == null ||
           TextField_Wave == null ||
           TextField_PlayerNames == null)
        {

            Debug.LogError("Error, ExLevelController is missing a refernce to a GameUI object");
            return;
        }

        // Setup Text Input Events from UI
        // MenuUI
        _inputField_playerName = InputField_PlayerName.GetComponent<InputField>();
        _inputField_serverIPAddress = InputField_ServerIPAddress.GetComponent<InputField>();
        _inputButton_startNewServer = InputButton_StartNewServer.GetComponent<Button>();
        _inputButton_joinServer = InputButton_JoinServer.GetComponent<Button>();
        _inputButton_quitGame = InputButton_QuitGame.GetComponent<Button>();
        _textField_iPAddresses = TextField_IPAddresses.GetComponent<Text>();
        _textField_notice = TextField_Notice.GetComponent<Text>();

        // GameUI
        _inputButton_leaveServer = InputButton_LeaveServer.GetComponent<Button>();
        _textField_wave = TextField_Wave.GetComponent<Text>();
        _textField_playerNames = TextField_PlayerNames.GetComponent<Text>();

        // ------------------- Connect to events -------------------------------

        // MenuUI
        _inputField_playerName.onEndEdit.AddListener(OnSubmitPlayerName);
        _inputField_serverIPAddress.onEndEdit.AddListener(OnSubmitServerIPAddress);
        _inputButton_startNewServer.onClick.AddListener(OnClickStartNewServer);
        _inputButton_joinServer.onClick.AddListener(OnClickJoinServer);
        _inputButton_quitGame.onClick.AddListener(OnClickQuitGame);

        // GameUI
        _inputButton_leaveServer.onClick.AddListener(OnClickLeaveServer);

        // Set Text fields

        FFClient.GetLocalIPEventStart();
        FFClient.GetPublicIPEventStart();

        // Set Level State
        ChangeLevelStateEvent CLSE;
        CLSE.newState = LevelState.In_Menu;
        FFMessage<ChangeLevelStateEvent>.SendToLocal(CLSE);
    }
示例#22
0
    void Start()
    {
        // Events
        FFMessage <ChangeLevelStateEvent> .Connect(OnChangeLevelStateEvent);

        FFMessage <GetIPAddressEvent> .Connect(OnGetIPAddressEvent);

        // Sequence
        DisconnectSequence = action.Sequence();

        // MenuUI
        if (InputField_PlayerName == null ||
            InputField_ServerIPAddress == null ||
            InputButton_StartNewServer == null ||
            InputButton_JoinServer == null ||
            TextField_IPAddresses == null ||
            TextField_Notice == null)
        {
            Debug.LogError("Error, ExLevelController is missing a refernce to a MenuUI object");
            return;
        }

        // GameUI
        if (InputButton_LeaveServer == null ||
            TextField_Wave == null ||
            TextField_PlayerNames == null)
        {
            Debug.LogError("Error, ExLevelController is missing a refernce to a GameUI object");
            return;
        }

        // Setup Text Input Events from UI
        // MenuUI
        _inputField_playerName      = InputField_PlayerName.GetComponent <InputField>();
        _inputField_serverIPAddress = InputField_ServerIPAddress.GetComponent <InputField>();
        _inputButton_startNewServer = InputButton_StartNewServer.GetComponent <Button>();
        _inputButton_joinServer     = InputButton_JoinServer.GetComponent <Button>();
        _inputButton_quitGame       = InputButton_QuitGame.GetComponent <Button>();
        _textField_iPAddresses      = TextField_IPAddresses.GetComponent <Text>();
        _textField_notice           = TextField_Notice.GetComponent <Text>();

        // GameUI
        _inputButton_leaveServer = InputButton_LeaveServer.GetComponent <Button>();
        _textField_wave          = TextField_Wave.GetComponent <Text>();
        _textField_playerNames   = TextField_PlayerNames.GetComponent <Text>();

        // ------------------- Connect to events -------------------------------

        // MenuUI
        _inputField_playerName.onEndEdit.AddListener(OnSubmitPlayerName);
        _inputField_serverIPAddress.onEndEdit.AddListener(OnSubmitServerIPAddress);
        _inputButton_startNewServer.onClick.AddListener(OnClickStartNewServer);
        _inputButton_joinServer.onClick.AddListener(OnClickJoinServer);
        _inputButton_quitGame.onClick.AddListener(OnClickQuitGame);

        // GameUI
        _inputButton_leaveServer.onClick.AddListener(OnClickLeaveServer);

        // Set Text fields

        FFClient.GetLocalIPEventStart();
        FFClient.GetPublicIPEventStart();

        // Set Level State
        ChangeLevelStateEvent CLSE;

        CLSE.newState = LevelState.In_Menu;
        FFMessage <ChangeLevelStateEvent> .SendToLocal(CLSE);
    }
示例#23
0
 // Use this for initialization
 void Start()
 {
     fadeSeq = action.Sequence();
     FFMessageBoard <ActivateUsableObject> .Connect(OnActivate, gameObject);
 }
示例#24
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    void TriggerDeathSequence()
    {
        deathSequence = action.Sequence();
        // animation,sounds,disable colliders,etc...

        Collider col;
        if (col = GetComponent<Collider>())
            col.enabled = false;

        deathSequence.Sync(); // finish all of sequence before destroying GameObject
        deathSequence.Call(gameObject.Destroy);
    }
示例#25
0
 // Use this for initialization
 void Start()
 {
     stuffImDoing = action.Sequence();
     stuffImDoing.Call(CheckAButton);
     stuffImDoing.Sync();
 }
示例#26
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 // Use this for initialization
 void Start()
 {
     mMyActionList = action.Sequence();
     mMyActionList.Call(SpawnFunction);
 }