/// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            int theIndex = sceneIndex;

            switch (loadType)
            {
            case LoadType.Reload:
                theIndex = GetIndex_Reload();
                break;

            case LoadType.LoadPrev:
                theIndex = GetIndex_LoadPrev();
                break;

            case LoadType.LoadNext:
                theIndex = GetIndex_LoadNext();
                break;

            case LoadType.LoadIndex:
                theIndex = GetIndex_LoadIndex();
                break;
            }

            EventData_Gameplay theData = new EventData_Gameplay();

            theData.SceneIndex = theIndex;
            GameManager.Events.Broadcast <EventType_Gameplay> ((int)EventType_Gameplay.SceneLoad, theData);

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();
        }
示例#2
0
        public void FSM_EnteringPlaying(TriggeredState prevState)
        {
            //if (prevState == TriggeredState.Ready)
            _requestedPlaying = false;

            OnEnteredPlaying(prevState);
        }
示例#3
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        /// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            List <string> nextTexts = new List <string> ();

            switch (textOrder)
            {
            case TextOrder.AllAtOnce:
                nextTexts = texts;
                break;

            case TextOrder.Random:
                nextTexts.Add(texts[Random.Range(0, (texts.Count))]);
                break;

            case TextOrder.InOrder_RepeatAll:
                nextTexts.Add(texts[ResetCount % texts.Count]);
                break;
            }

            for (int i = 0; i < nextTexts.Count; i++)
            {
                int textID = GameManager.HudText.AddHudText(boxType, nextTexts[i]);
                SendTextIDForRemoval(textID);
            }

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();
        }
示例#4
0
        /// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            SetPatroller();

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();
        }
        /// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            GameManager.HudText.ClearHudTextBox(boxType);

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();
        }
示例#6
0
        public void FSM_EnteringComplete(TriggeredState prevState)
        {
            //if (prevState == TriggeredState.Playing)
            _requestedComplete = false;

            if (automaticPlayReset)
            {
                RequestReset();
            }

            OnEnteredComplete(prevState);
        }
示例#7
0
        /// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            for (int i = 0; i < removeIDs.Count; i++)
            {
                GameManager.HudText.RemoveHudText(boxType, removeIDs[i]);
            }

            removeIDs.Clear();

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();
        }
示例#8
0
        /// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            SetParentTransform();
            SetLocationTransform();

            GameObject gameObj = GameObject.Instantiate(objectToInstantiate);

            gameObj.SetPosition(locationTransform.position);
            gameObj.transform.SetParent(parentTransform);

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();
        }
        /// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            for (int i = 0; i < theAnimControls.Count; i++)
            {
                if (theAnimControls[i] == null)
                {
                    continue;
                }
                theAnimControls[i].PlayAnimation();
            }

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();
        }
示例#10
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        public void FSM_EnteringReady(TriggeredState prevState)
        {
            //bool wasReset = prevState == TriggeredState.Complete;
            bool wasReset = true;

            if (wasReset)
            {
                //isActive = _startingIsActive;
                _playsRequested = 0;
                _resetCount++;
                _requestedPlayReset = false;
            }

            OnEnteredReady(/*wasReset, */ prevState);
        }
        /// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            for (int i = 0; i < sequencers.Count; i++)
            {
                //	Happens with unclean design
                if (sequencers == null)
                {
                    continue;
                }

                SetBundleActivity(sequencers[i]);
            }

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();
        }
示例#12
0
        /// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            if (targetGameObject == null)
            {
                //Debug.Log ("targetGameObject is Null");
                return;
            }

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();

            //	Normally code goes BEFORE RequestComplete()
            //	But because this can destroy itself, the RequestComplete()
            //		is called above to maintain anything relying on it.

            //Debug.Log ("Destroying: " + targetGameObject.name_ID ());
            Destroy(targetGameObject.gameObject);
        }
        /// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            _timer_duration          = 0;
            _totalFramesPlayed       = 0;
            _totalFrameLengthsPlayed = 0;

            if (waitType == WaitType.Seconds)
            {
                _rolledDuration = Random.Range(minWait, maxWait);
            }
            else if (waitType == WaitType.Frames)
            {
                _rolledDuration = (float)Random.Range((int)minWait, (int)maxWait);
            }

            //	Called at end of this method for an instant-fire behaviour
            //RequestComplete ();
        }
示例#14
0
        /// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            EventData_Gameplay theData = new EventData_Gameplay();

            theData.WalkSpeed = setWalkSpeed;

            switch (modType)
            {
            case ModType.Reset:
                OnEnteredPlaying_Reset(theData);
                break;

            case ModType.Set:
                OnEnteredPlaying_Set(theData);
                break;
            }

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();
        }
示例#15
0
        /// <summary>
        /// Called when behaviour enters the Playing state.
        /// For instant-fire behaviours, this is where 99% of the logic will go.
        /// </summary>
        protected override void OnEnteredPlaying(TriggeredState prevState)
        {
            switch (resetType)
            {
            case ResetType.DataReset:
                for (int i = 0; i < sequencers.Count; i++)
                {
                    sequencers[i].DataReset();
                }
                break;

            case ResetType.PlayReset:
                for (int i = 0; i < sequencers.Count; i++)
                {
                    sequencers[i].RequestReset();
                }
                break;
            }

            //	Called at end of this method for an instant-fire behaviour
            RequestComplete();
        }
示例#16
0
 /// <summary>
 /// Called when behaviour enters the Complete state.
 /// Happens after a RequestComplete() call and CanSwitchToComplete is true.
 /// </summary>
 protected override void OnEnteredComplete(TriggeredState prevState)
 {
 }
示例#17
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 protected abstract void OnEnteredReady(/*bool wasReset, */ TriggeredState prevState);
示例#18
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 /// <summary>
 /// Called when behaviour enters the Ready state.
 /// Currently it starts in Ready, but the enter callback
 /// only happens when it switches to Ready.
 /// So for now it can be thought more as 'OnReset'.
 /// </summary>
 protected override void OnEnteredReady(TriggeredState prevState)
 {
 }
示例#19
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 protected abstract void OnEnteredPlaying(TriggeredState prevState);
示例#20
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 //protected abstract void OnEnteredPaused (TriggeredState prevState);
 protected abstract void OnEnteredComplete(TriggeredState prevState);
示例#21
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 /// <summary>
 /// Called when behaviour enters the Playing state.
 /// For instant-fire behaviours, this is where 99% of the logic will go.
 /// </summary>
 protected override void OnEnteredPlaying(TriggeredState prevState)
 {
     GameManager.Stats.ModStat(statID, modType, modValue);
     //	Called at end of this method for an instant-fire behaviour
     RequestComplete();
 }
示例#22
0
 /// <summary>
 /// Called when behaviour enters the Complete state.
 /// Happens after a RequestComplete() call and CanSwitchToComplete is true.
 /// </summary>
 protected override void OnEnteredComplete(TriggeredState prevState)
 {
     _nextActivate = 0;
 }
示例#23
0
 /// <summary>
 /// Called when behaviour enters the Playing state.
 /// For instant-fire behaviours, this is where 99% of the logic will go.
 /// </summary>
 protected override void OnEnteredPlaying(TriggeredState prevState)
 {
 }