public void destroySeqObjects() { Destroy(seqObject1.gameObject); Destroy(seqObject2.gameObject); seqObject1 = seqObject2 = null; }
public override void OnEnter() { if (Fsm == null) { return; } GameObject go = Fsm.GetOwnerDefaultTarget(sequenceToPlay); if (!go) { return; } USSequencer sequence = go.GetComponent <USSequencer>(); if (!go) { return; } sequence.PlaybackFinished += OnSequenceFinished; sequence.RunningTime = timeToStart.Value; sequence.Play(); Fsm.Event(startedPlayback); }
IEnumerator CutSceneForStart() { GameObject obj = GameObject.Find("Sequence"); USSequencer seq = obj.GetComponent <USSequencer>(); if (null == seq) { yield break; } //Transform timelineTrans = seq.transform.FindChild("Timelines for StartCameraRoot"); //USTimelineContainer timeline = timelineTrans.GetComponent<USTimelineContainer>(); //timeline.AffectedObject = startCamObj.transform; //USTimelineEvent evt = timeline.GetComponentInChildren<USTimelineEvent>(); //USMatchObjectEvent matchEvt = evt.GetComponentInChildren<USMatchObjectEvent>(); // matchEvt.objectToMatch = CameraManager.instance.mainCamera.gameObject; seq.PlaybackStarted = (sequence) => { }; seq.PlaybackFinished = (sequence) => { }; seq.Play(); }
public override void OnEnter() { if (Fsm == null) { return; } GameObject go = Fsm.GetOwnerDefaultTarget(sequenceToPlay); if (!go) { return; } USSequencer sequence = go.GetComponent <USSequencer>(); if (!go) { return; } sequence.RunningTime = sequenceTime.Value; Finish(); }
private void PlayMovie(USSequencer movie) { this.mMovie = movie; this.mMovie.PlaybackFinished = new USSequencer.PlaybackDelegate(this.OnMoviePlayFinished); this.mMovie.PlaybackStopped = new USSequencer.PlaybackDelegate(this.OnMoviePlayFinished); this.mMovie.Play(); }
private void Start_Rev_Plot_Res(int id) { Debug.Log("请求准备需要加载的剧情资源,剧情ID为" + id); this.m_curSequence = null; Application.LoadLevelAdditive("p" + id.ToString()); this.m_ePlotStep = PlotMain.ENUM_POLTSTEP.PLSP_Req_Res; }
/// <summary> /// 播放过场。 /// </summary> /// <param name="path">过场动画路径。</param> public void TryPlayerCutScene(LuaTable cfg) { //上一个动画还未结束 if (Time.realtimeSinceStartup < m_LastPlayStopTime) { return; } //首次播放检查 int id = cfg.Get <int>("id"); if (cfg.Get <int>("time") == TRIGGER_TIME_ONCE) { if (IsHavePlay(id)) { return; } else { SetHavePlay(id); } } //播放动画 GameObject prefab = (GameObject)CoreEntry.gResLoader.Load(cfg.Get <string>("animation"), typeof(GameObject)); if (prefab == null) { LogMgr.LogError("加载过场动画失败 path:{0}", cfg.Get <string>("animation")); return; } GameObject obj = GameObject.Instantiate(prefab) as GameObject; USSequencer us = obj.GetComponent <USSequencer>(); if (us == null) { LogMgr.LogError("播放场动画失败,未找到USSequencer组建 path:{0}", cfg.Get <string>("animation")); return; } us.PlaybackFinished += OnAniEnd; m_CurID = id; OnAniStart(us); //保存结束时间,在次期间不再播动画 float duration = 0; AutoDestroy ad = obj.GetComponent <AutoDestroy>(); if (ad != null) { duration = ad.Delay; } m_LastPlayStopTime = Time.realtimeSinceStartup + duration; #if UNITY_EDITOR LogMgr.Log("播放过场动画 duration:{0} path:{1}", duration, cfg.Get <string>("animation")); #endif }
private void OnAniStart(USSequencer us) { m_CurAni = us; m_CurAni.Play(); PlayerData.Instance.RideData.SendChangeRideStateRequest(0); //进入剧情动画需要下马 SetJoystickEnable(false); //播放过场动画开始时禁用摇杆 OpenUI(); CoreEntry.gAutoAIMgr.IsSuspend = true; CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_CC_StoryStart, EventParameter.Get()); }
private void OnAniEnd(USSequencer us) { if (m_CurAni == us && m_CurAni != null) { GameObject.Destroy(m_CurAni.gameObject, 0.1f); m_CurAni = null; m_CurID = 0; SetJoystickEnable(true); //播放过场动画结束时启用摇杆 CloseUI(); CoreEntry.gAutoAIMgr.IsSuspend = false; CoreEntry.gEventMgr.TriggerEvent(GameEvent.GE_CC_StoryEnd, EventParameter.Get()); } }
public void Start(GameObject sequencer, GameObject mainRole, GameObject camera, Action callFunc) { if (this.mMovie == null) { this.mCallFunAction = callFunc; this.RoleModel = mainRole; this.mCamera = camera; this.misEditor = false; if (sequencer != null) { USSequencer component = sequencer.GetComponent <USSequencer>(); if (component != null) { this.PlayMovie(component); } } } }
public void Start(GameObject sequencer, GameObject mainRole, GameObject camera, SequenceManager.CGPlayComplete callFunc, string taskId = "") { if (this.mMovie == null) { this.mCallFunc = callFunc; this.RoleModel = mainRole; this.mCamera = camera; this.mTaskId = taskId; this.misEditor = false; if (sequencer != null) { USSequencer component = sequencer.GetComponent <USSequencer>(); if (component != null) { this.PlayMovie(component); } } } }
private void OnMoviePlayFinished(USSequencer sequencer) { this.misEditor = true; if (this.mCallFunc != null) { this.mCallFunc(this.mTaskId, this.RoleModel); this.mCallFunc = null; } if (this.mMovie != null) { UnityEngine.Object.Destroy(this.mMovie.gameObject); this.mMovie = null; } if (this.mCallFunAction != null) { this.mCallFunAction(); this.mCallFunAction = null; } this.Clear(); }
private void Start_Rev_Play_Plot() { if (this.m_ePlotStep == PlotMain.ENUM_POLTSTEP.PLSP_Wait_Res) { this.m_ePlotStep = PlotMain.ENUM_POLTSTEP.PLSP_Playing_Plot; Debug.Log("开启剧情了................."); this.m_curSequence.Play(); this.m_curSequence = null; this.m_GamePlotSeq = GameObject.Find("Sequence"); if (this.m_GamePlotSeq == null) { Debug.Log("剧情资源错误!!!之后会无法释放.............."); Application.Quit(); } else { Debug.Log("成功连接到了资源"); } } }
private void OnSequenceFinished(USSequencer sequence) { Fsm.Event(finishEvent); Finish(); }
void Awake() { base.Awake(); _sequence = GetComponent <USSequencer>(); }
private void Awake() { _uSequencer = GetComponent <USSequencer>(); }