/// <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(); }
public void FSM_EnteringPlaying(TriggeredState prevState) { //if (prevState == TriggeredState.Ready) _requestedPlaying = false; OnEnteredPlaying(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) { 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(); }
/// <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(); }
public void FSM_EnteringComplete(TriggeredState prevState) { //if (prevState == TriggeredState.Playing) _requestedComplete = false; if (automaticPlayReset) { RequestReset(); } OnEnteredComplete(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 < removeIDs.Count; i++) { GameManager.HudText.RemoveHudText(boxType, removeIDs[i]); } removeIDs.Clear(); // 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) { 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(); }
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(); }
/// <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 (); }
/// <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(); }
/// <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(); }
/// <summary> /// Called when behaviour enters the Complete state. /// Happens after a RequestComplete() call and CanSwitchToComplete is true. /// </summary> protected override void OnEnteredComplete(TriggeredState prevState) { }
protected abstract void OnEnteredReady(/*bool wasReset, */ TriggeredState prevState);
/// <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) { }
protected abstract void OnEnteredPlaying(TriggeredState prevState);
//protected abstract void OnEnteredPaused (TriggeredState prevState); protected abstract void OnEnteredComplete(TriggeredState 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) { GameManager.Stats.ModStat(statID, modType, modValue); // Called at end of this method for an instant-fire behaviour RequestComplete(); }
/// <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; }
/// <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) { }