示例#1
0
 public void Update()
 {
     #if UNITY_EDITOR
     if (Input.GetKeyDown(KeyCode.P))
     {
         m_playableDirector?.Stop();
     }
     #endif
 }
        public override void Execute(GameObject instigator = null)
        {
            switch (mode)
            {
            case TimelineControlMode.Play: director.Play(); break;

            case TimelineControlMode.Stop: director.Stop();  break;

            case TimelineControlMode.Pause: director.Pause();  break;

            case TimelineControlMode.Loop: director.extrapolationMode = DirectorWrapMode.Loop; break;

            case TimelineControlMode.Hold: director.extrapolationMode = DirectorWrapMode.Hold; break;
            }
        }
示例#3
0
    private IEnumerator PlayActionAnimation(float duration)
    {
        if (idleAnimation != null)
        {
            idleAnimation.Stop();
            actionAnimation.gameObject.SetActive(true);

            yield return(new WaitForSeconds(duration));

            idleAnimation.Play();
            actionAnimation.gameObject.SetActive(false);
        }

        End();
    }
示例#4
0
    private void Update()
    {
        if (Input.GetButtonDown("Fire1"))
        {
            gunAnimation.Play();
        }
        else if (Input.GetButtonUp("Fire1"))
        {
            gunAnimation.Stop();
        }

        if (Input.GetButton("Fire1"))
        {
            mNormalShots.Emit(1);
        }
    }
示例#5
0
    void OnTriggerExit(Collider c)
    {
        if (c.gameObject.tag == "Player")
        {
            Timeline_O.SetActive(false);

            if (timeline)
            {
                timeline.Stop();
            }
            else
            {
                //Nothing
            }
        }
    }
示例#6
0
 public void chooseOptionTwo()
 {
     print("2222");
     // first choice
     if (state == 5)
     {
         state += 1;
         startingTimeline.Stop();
         decision1_2.Play();
         optionUI.SetActive(false);
         _changeBar.productionVal += 25;
         _changeBar.suspicionVal  += 30;
         productionSlider.value    = _changeBar.productionVal / 100;
         suspicionSlider.value     = _changeBar.suspicionVal / 100;
     }
 }
    // Update is called once per frame
    void Update()
    {
        if (director.state != PlayState.Playing && !fix)
        {
            fix = true;
            playerAnimator.runtimeAnimatorController = playerAnim;
        }



        if (Input.GetKeyDown(KeyCode.S))
        {
            director.Stop();
            mainCamera.transform.localPosition = new Vector3(0, 5, -10);
        }
    }
示例#8
0
        /// <summary> 停止. </summary>
        public void Stop()
        {
            Initialize();

            if (playingDisposable != null)
            {
                playingDisposable.Dispose();
                playingDisposable = null;
            }

            timeKeeper = 0;

            playableDirector.Stop();

            state = State.Finish;
        }
示例#9
0
    IEnumerator PlayCutSceneBear() //Level 1
    {
        Pause();
        level_timestamp_1.SetValue(new DateTimeOffset(DateTime.Now).ToUnixTimeSeconds());
        cutsceneBear.transform.GetChild(0).gameObject.SetActive(true);
        cutsceneBear.Play();
        Debug.Log((float)cutsceneBear.duration);
        yield return(new WaitForSeconds((float)cutsceneBear.duration));

        currentLevel.Variable.SetValue(1);
        cutsceneBear.Stop();
        cutsceneBear.transform.GetChild(0).gameObject.SetActive(false);

        dialogUI.SetDialog("GM", "<size=150%>Oh no! </size> bear is awake <color=blue> You need to run!!!</color>");
        dialogUI.SetButtonEvent(Resume);
    }
示例#10
0
 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.Escape))
     {
         if (currentCinematic != null && currentCinematic.state == PlayState.Playing)
         {
             currentCinematic.time = currentCinematic.duration;
             currentCinematic.Evaluate();
             currentCinematic.Stop();
         }
         else if (itemFlyIn != null && itemFlyIn.IsInProgress())
         {
             itemFlyIn.CancelFlyIn();
         }
     }
 }
示例#11
0
        public void OnLevelFailed()
        {
            if (multiplayerSessionManager != null && multiplayerSessionManager.isConnected && !_lastStandingCheckActive)
            {
                StartCoroutine(CheckLastStanding());
            }
            if (LevelFailedEffect == null)
            {
                LevelFailedEffect = Resources.FindObjectsOfTypeAll <LevelFailedTextEffect>().FirstOrDefault();
            }

            //Logger.Trace("BailOutController ShowLevelFailed()");
            //BS_Utils.Gameplay.ScoreSubmission.DisableSubmission(Plugin.PluginName); Don't need this here
            UpdateFailText($"Bailed Out {numFails} time{(numFails != 1 ? "s" : "")}");
            try
            {
                if (!Configuration.instance.RepeatFailEffect && numFails > 1)
                {
                    return; // Don't want to repeatedly show fail effect, stop here.
                }
                //Logger.Debug("Showing fail effects");
                if (!isHiding && Configuration.instance.ShowFailEffect && LevelFailedEffect != null)
                {
                    LevelFailedEffect.ShowEffect();
                    if (Configuration.instance.FailEffectDuration > 0)
                    {
                        StartCoroutine(hideLevelFailed());
                    }
                    else
                    {
                        isHiding = true; // Fail text never hides, so don't try to keep showing it
                    }
                }

                if (Configuration.instance.ShowFailAnimation && LevelFailedEnergyBarAnimation != null)
                {
                    // Cancel any in-progress fail animation before playing a new animation, to prevent missing an animation when failing multiple times in quick succession.
                    LevelFailedEnergyBarAnimation.Stop();
                    LevelFailedEnergyBarAnimation.Play();
                }
            }
            catch (Exception ex)
            {
                Logger.log.Error($"Exception trying to show the fail Effects: {ex.Message}");
                Logger.log.Debug(ex);
            }
        }
示例#12
0
 // When this game object intersects a collider with 'is trigger' checked,
 // store a reference to that collider in a variable named 'other'..
 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Reset" || other.gameObject.CompareTag("Pick Up"))
     {
         rb.velocity        = Vector3.zero;
         rb.angularVelocity = Vector3.zero;
         print("raawas");
         gameObject.transform.position = originalPos;
         StopTriumph();
         PlayImpact();
         timeline.Stop();
         Start();
     }
     else if (other.gameObject.tag == "WinTrigger")
     {
         if (hasPlayedTriumph == false)
         {
             playTriumph();
             print("triggerwotrks");
             timeline.Play();
             hasPlayedTriumph = true;
         }
     }
     else if (other.gameObject.tag == "Win")
     {
         print("daalbhaat");
         //winText.gameObject.SetActive(true);
         //winText.text = "";
         rb.velocity        = Vector3.zero;
         rb.angularVelocity = Vector3.zero;
         rb.isKinematic     = true;
         winCanvas.SetActive(true);
         playerAudio.Stop();
         playerAudio.PlayOneShot(winSound, 0.5f);
         gameUIcanvas.SetActive(false);
         pauseCanvas.SetActive(false);
     }
     else if (other.gameObject.tag == "bounce")
     {
         if (rb.velocity.y < 0.001)
         {
             print(Mathf.Abs(rb.velocity.magnitude));
             float intensity = (Mathf.Abs(rb.velocity.magnitude) * 0.1f);
             playerAudio.PlayOneShot(bounce, intensity);
         }
     }
 }
示例#13
0
    // Update is called once per frame
    void Update()
    {
        if (active)
        {
            timeLineDuration += Time.deltaTime;
        }
        if (timeLineDuration > 15.5f && lul)
        {
            active = false;

            lul = false;
        }
        if (timeLineDuration > 14.5f && lul)
        {
            playableDirector.Stop();
        }
    }
示例#14
0
 public void Moved(bool mate)
 {
     StartAnimation(2);
     state = States.PostMove;
     if (mate)
     {
         MateUi.SetActive(true);
         MateTimeline.Stop();
         MateTimeline.Play();
     }
     else
     {
         DrawUi.SetActive(true);
         DrawTimeline.Stop();
         DrawTimeline.Play();
     }
 }
 void OnPlayableDirectorStopped(PlayableDirector aDirector)
 {
     if (director == aDirector)
     {
         director.Stop();
         played = true;
         //Configura la culling Mask y activa al player
         if (FindObjectOfType <ManageCameraCullingMask>().cm == CameraCullingMask.EVERYTHING)
         {
             FindObjectOfType <ManageCameraCullingMask>().ChangeCullingMask();
         }
         FindObjectOfType <GeneralSoundManager>().ManageGeneralSound();
         FindObjectOfType <PlayerController>().SetIsLocked(false);
         FindObjectOfType <Mount>().SetIsLocked(false);
         FindObjectOfType <PlayerController>().EnableOrDisableCharacterController(true);
     }
 }
示例#16
0
    private IEnumerator Timer()
    {
        director.played -= TimelinePlayed;
        float             t    = 0;
        float             d    = (float)director.playableAsset.duration;
        WaitForEndOfFrame wait = new WaitForEndOfFrame();

        while (t < d)
        {
            t += Time.deltaTime;
            yield return(wait);
        }
        director.Stop();
        player.transform.GetChild(0).gameObject.SetActive(true);
        TimelineCamera.SetActive(false);
        player.ChangeMoveRotaState(true);
    }
    private IEnumerator StartCutsceneBeforeCountdown()
    {
        LogUtil.PrintInfo(gameObject, this.GetType(), "Starting game...");

        playableStartGame.gameObject.SetActive(true);
        playableStartGame.enabled = true;
        playableStartGame.Play();

        yield return(new WaitForSeconds((float)playableStartGame.duration));

        playableStartGame.Stop();
        playableStartGame.enabled = false;
        playableStartGame.gameObject.SetActive(false);

        model.StartGameCountdown();
        Destroy(this);
    }
示例#18
0
 void Update()
 {
     if (!hasStarted)
     {
         StartCoroutine(WaitForCutScene());
         hasStarted = true;
     }
     else if (hasFinished)
     {
         if (Input.GetButton("Jump") && !quit)
         {
             _timeLine.Stop();
             FinishCutScene();
             quit = true;
         }
     }
 }
示例#19
0
        //int autoCancelDelay;
        public void Stop(bool canAutoCancel)
        {
            //Cancel when hit by opponent attack
            attackPlayer.Stop();

            if (canAutoCancel)
            {
                if (endLagFrameCount < autoCancelWindow)
                {
                    //autoCancelDelay = 0;
                    targetLag = autoCancelLag;
                }
            }
            else
            {
                Ongoing = false;
            }
        }
示例#20
0
 private void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player")
     {
         //Si no estamos en el nuevo punto de vista, realizamos la transición.
         if (newCameraPoint.state != PlayState.Playing || newCameraPoint.state == PlayState.Paused)
         {
             originalCamera.Stop();
             newCameraPoint.Play();
         }
         else //Si por otro lado, estamos ya en el nuevo punto de vista, eso quiere decir que estamos saliendo del area de cámara designada,
         {
             //Con lo cual volvemos al punto de vista original, el anterior a la transicion.
             newCameraPoint.Stop();
             originalCamera.Play();
         }
     }
 }
示例#21
0
    // Update is called once per frame
    void Update()
    {
        double t = director.time - Time.deltaTime;

        if (t < 0)
        {
            t = 0;
        }

        director.time = t;
        director.Evaluate();

        if (t == 0)
        {
            director.Stop();
            Destroy(this);
        }
    }
示例#22
0
    public void OnTrackableStateChanged(TrackableBehaviour.Status previousStatus, TrackableBehaviour.Status newStatus)
    {
        if (newStatus == TrackableBehaviour.Status.DETECTED ||
            newStatus == TrackableBehaviour.Status.TRACKED ||
            newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
        {
            timeline.Play();
            audio.Play();
            Debug.Log("Audio begin");
        }

        else
        {
            timeline.Stop();
            audio.Stop();
            Debug.Log("Audio stop");
        }
    }
示例#23
0
    public void ShowRandomKey()
    {
        if (keyUI == null)
        {
            return;
        }

        if (!isDisplayingKey)
        {
            ShowKeyObject(true);
            DisplayRandomKey();
            isDisplayingKey = true;
        }
        else //player lost
        {
            ShowKeyObject(false);
            gameDirector.Stop();
        }
    }
示例#24
0
    IEnumerator CorrectRoutine()
    {
        raycaster.enabled = false;
        correctDirector.Stop();
        correctDirector.Play();

        yield return(new WaitForSeconds((float)correctDirector.playableAsset.duration));

        stage++;
        if (stage == 5)
        {
            result.Show();
        }
        else
        {
            RandomProblem();
            raycaster.enabled = true;
        }
    }
示例#25
0
    protected override IEnumerator Event_Tieup()
    {
        if (Ani != null)
        {
            Ani.enabled = false;
            // 여기도 초기화 해주는 코드 필요?
            Ani.Stop();
        }

        if (Timeline != null)
        {
            Timeline.time = 0;
            Timeline.Stop();
            Timeline.enabled = false;
        }

        Debug.Log("Timline finish");
        yield return(StartCoroutine(Event_Finish()));
    }
示例#26
0
    public void HandleState(bool wantActive)
    {
        if (isPlaying)
        {
            return;
        }

        isPlaying = true;

        if (wantActive)
        {
            directorOff.Stop();
            directorOn.Play();
        }
        else
        {
            directorOn.Stop();
            directorOff.Play();
        }
    }
示例#27
0
    // Update is called once per frame
    void Update()
    {
        if (pd != null && pd.state != PlayState.Playing)
        {
            pd.Stop();
            //restore the position of the camera before cutscene
            Camera.main.transform.localPosition = previousPosition.localPosition;
            Camera.main.transform.localRotation = previousPosition.localRotation;
            gameObject.SetActive(false); //we must disable this object in order of
            //avoid calling this update again. This component also must be attached
        }

        //not the best way, but the fastest for this demo
        //we should have a timeline manager, and custom timeline script with skipable behaviours.
        if (Input.GetKeyDown("s") && !Skiped)
        {
            Skiped  = true;
            pd.time = 60.2f;
        }
    }
示例#28
0
    public override void OnSignalRecieved(eObject source, string[] signal)
    {
        base.OnSignalRecieved(source, signal);

        switch (signal[0])
        {
        case "backToPlayer":
            if (m_camState != CameraState.CameraOnPlayer)
            {
                m_camState = CameraState.CameraOnPlayer;
                m_camera.transform.localPosition = localPosTarget;
                m_camera.transform.localRotation = localRotTarget;

                if (m_UIController.IsPlayerUnfreezeable())
                {
                    playerUnfreezed = true;
                    slime.GetComponent <Slime>().UnfreezePlayer();
                }
            }
            break;

        case "stopDirector":
            if (m_director)
            {
                m_director.Stop();
                m_director = null;
            }

            Vector3    tmppos = m_camera.transform.position;
            Quaternion tmprot = m_camera.transform.rotation;

            m_camState         = CameraState.CameraOnOther;
            transform.position = slime.transform.position + 1.7f * Vector3.up;
            transform.rotation = slime.transform.rotation;

            m_camera.transform.position = tmppos;
            m_camera.transform.rotation = tmprot;

            break;
        }
    }
    void Restart(Vector3 startPositionVector)
    {
        //teleport to start position
        if (characterController)
        {
            characterController.transform.position      = startPositionVector;
            characterController.transform.localRotation = Quaternion.Euler(0.0f, -180.0f, 0.0f);
            characterController.transform.localScale    = new Vector3(macroScale, macroScale, macroScale);
        }

        currentMarkerLevel = 0;
        currentTimer       = 1000000;

        hasEnded = false;
        EndTimeline.Stop();

        hasStarted = false;
        BeginTimeline.Stop();

        KingelezCityRoot.SetActive(false);
        KingelezCityExteriorRoot.SetActive(false);

        //hide all plates
        endPlate.SetActive(false);
        //AllianzStartPlate.SetActive(false);
        AllianzStartPlate2.SetActive(false);
        AllianzEndPlate.SetActive(false);

        //show start plate
        if (startPlate != null)
        {
            startPlate.SetActive(true);
        }

        if (startPlateScript != null)
        {
            startPlateScript.gameObject.SetActive(true);
            startPlateScript.enabled = true;
            startPlateScript.InitScale();
        }
    }
示例#30
0
    private void reversing(PlayableDirector t)
    {
        //Debug.Log("Revinding: " + t.name);
        rewindTimer = t.time - Time.deltaTime;
        //Debug.Log(rewindTimer);

        if (rewindTimer < 0)
        {
            rewindTimer = 0;
        }

        t.time = rewindTimer;
        t.Evaluate();

        if (rewindTimer == 0)
        {
            t.Stop();
            playFocusReverse = false;
            Debug.Log("Finished revinding");
        }
    }