/// <summary> /// User Trigger delegate that is fired from the new weapon available animation /// </summary> /// <param name="utEvent">Event sent from the animation</param> public void NewWeaponAvailable_UserTrigger(SmoothMoves.UserTriggerEvent utEvent) { if (utEvent.tag == "Done") { newWeaponAvailableAnimation.gameObject.active = false; } }
/// <summary> /// SmoothMove UserTrigger(當播完動畫後開啟偵測模式) /// </summary> /// <param name="triggerEvent"></param> public void AutoDestroy(SmoothMoves.UserTriggerEvent triggerEvent) { //開啟偵測模式 switch (triggerEvent.animationName) { case "構圖": this.changeStage = GameManager.DrawStage.構圖; this.checkSkip = true; break; case "明暗": this.changeStage = GameManager.DrawStage.明暗; this.checkSkip = true; break; case "設色": this.changeStage = GameManager.DrawStage.設色; this.checkSkip = true; break; case "淡化": this.changeStage = GameManager.DrawStage.淡化; this.checkSkip = true; break; case "光源": this.changeStage = GameManager.DrawStage.光源; this.checkSkip = true; break; } }
/// <summary> /// User Trigger delegate that is fired from the instructions animation /// </summary> /// <param name="utEvent">Event sent from the animation</param> public void Instructions_UserTrigger(SmoothMoves.UserTriggerEvent utEvent) { if (utEvent.tag == "Done") { instructionsAnimation.gameObject.active = false; InstructionsDismissed = true; } }
/// <summary> /// User Trigger delegate that is fired from the game over animation /// </summary> /// <param name="utEvent">Event sent from the animation</param> public void GameOver_UserTrigger(SmoothMoves.UserTriggerEvent utEvent) { // done event was sent if (utEvent.tag == "Done") { gameManager.State = GameManager.STATE.WaitingForInput; } }
/// <summary> /// User Trigger delegate that is fired from the new weapon available animation /// </summary> /// <param name="utEvent">Event sent from the animation</param> public void NewWeaponAvailable_UserTrigger(SmoothMoves.UserTriggerEvent utEvent) { if (utEvent.tag == "Done") { #if UNITY_3_5 newWeaponAvailableAnimation.gameObject.active = false; #else newWeaponAvailableAnimation.gameObject.SetActive(false); #endif } }
/// <summary> /// User Trigger delegate that is fired from the instructions animation /// </summary> /// <param name="utEvent">Event sent from the animation</param> public void Instructions_UserTrigger(SmoothMoves.UserTriggerEvent utEvent) { if (utEvent.tag == "Done") { #if UNITY_3_5 instructionsAnimation.gameObject.active = false; #else instructionsAnimation.gameObject.SetActive(false); #endif InstructionsDismissed = true; } }