private void SetTextOnly(string text, bool lockTxt) { if (_character != null && !_lockedText) { _queuedText = text; return; } if (lockTxt) { _lockedText = true; _queuedText = text; if (_character != null) { return; } } _clearTextTimer.Triggered = false; if (_textHolder.text == text) { if (_currentWriting == null && _textHolder.maxVisibleCharacters < text.Length) { _textHolder.maxVisibleCharacters = text.Length + 1; } return; } _textHolder.maxVisibleCharacters = 0; _textHolder.text = text; if (_currentWriting != null) { TimeManager.Cancel(_currentWriting); } _currentWriting = TimeManager.StartUnscaled(RevealText(), CurrentNull); }
public void LookRotation() { if (ShouldStartMouseLook) { if (_resetView != null) { TimeManager.Cancel(_resetView); _resetView = null; } _xDeg = 0.0f; _yDeg = 2.5f; _currentStatus = Status.InRotation; } if (_currentStatus != Status.InRotation) { return; } Cursor.visible = false; FreeLook(); if (ShouldCancelRotation) { Cursor.visible = true; _currentStatus = Status.Rotated; if (_resetOnViewFinish) { ResetView(); } } }
/// <summary> /// Should showing target hit points be locked behind a skill? /// Maybe also add a right click option to show more stats behind skill/spell /// </summary> /// <param name="actor"></param> public static void SetTargetActor(CharacterNode actor) { if (_actorLock || _character == actor) { return; } _clearTextTimer.Triggered = false; if (_character != null) { _main.RemoveActor(); } _character = actor; if (_character == null) { return; } _main._textHolder.maxVisibleCharacters = 0; _main._textHolder.text = _character.Label.Text; if (_currentWriting != null) { TimeManager.Cancel(_currentWriting); } _currentWriting = TimeManager.StartUnscaled(_main.RevealText(), _main.CurrentNull); if (_character != null) { _character.Entity.AddObserver(_main); } for (int i = 0; i < _main._vitals.Length; i++) { _main._vitals[i].SetNewTarget(_character); } _main.CheckMods(); _character.Entity.AddObserver(_main); }
public void FadeTo(float time, Color color, bool endStatus) { if (_fadeTask != null) { TimeManager.Cancel(_fadeTask); } _fadeTask = TimeManager.StartUnscaled(FadeOneStep(time, color, endStatus), Clear); }
public void Fade(float totalTime) { if (_fadeTask != null) { TimeManager.Cancel(_fadeTask); } _fadeTask = TimeManager.StartUnscaled(FadeAnimation(totalTime), Clear); }
public void HurtFlash() { if (_fadeTask != null) { TimeManager.Cancel(_fadeTask); } _fadeTask = TimeManager.StartUnscaled(PainAnimation(), Clear); }
public override void Play() { if (_task != null) { TimeManager.Cancel(_task); } _task = TimeManager.StartTask(PlayAnimation(), UnScaled, Finish); }
private void PlayerHurt() { if (!GameOptions.UsePainFlash) { return; } if (_fadeTask != null) { TimeManager.Cancel(_fadeTask); } _fadeTask = TimeManager.StartUnscaled(PainAnimation(), Clear); }
public void LookDown() { if (_resetView != null) { TimeManager.Cancel(_resetView); _resetView = null; } if (_currentStatus == Status.LookingDown) { ResetView(); return; } var target = Quaternion.Euler(_lookDownTarget); _resetView = TimeManager.StartUnscaled(ChangeViewLerp(target, Status.LookingDown)); }
public override void Play() { if (_matBlocks == null) { SetMatBlocks(); } _index++; if (_index >= _shaderTargets.Length) { _index = 0; } if (_task != null) { TimeManager.Cancel(_task); } _task = TimeManager.StartTask(PlayAnimation(), _unscaled, Finish); }
public void Show(string message, Color color, float speed) { if (_currentTask != null) { TimeManager.Cancel(_currentTask); } if (_group == null) { Debug.LogErrorFormat("{0} has a null group {1}", name, _group == null); } else { _group.alpha = 0; } _text.color = color; _text.text = message; _text.maxVisibleCharacters = 0; TimeManager.StartUnscaled(FadeIn()); //TimeManager.StartUnscaled(RevealText(message.Length, speed), ()=> { _currentTask = null; }); TimeManager.StartUnscaled(RevealWords(_text), () => { _currentTask = null; }); }
public void Cancel() { TimeManager.Cancel(this); }