private static void CompleteSequence(InputSequence sequence) { OnSequenceCompleted(); UnregisterSequence(sequence); _targetedSequences.Remove(sequence); Debug.Log("Destroy"); }
/// <summary> /// Untargets the given input sequence. /// </summary> public static void UntargetSequence(InputSequence sequence) { if (_targetedSequences.Contains(sequence)) { _targetedSequences.Remove(sequence); } }
/// <Summary> /// </Summary> private void createSequence_Enemy(EnemyBase anchor) { InputSequence sequence = typerSegmentManager.createNewSequence(rusherStringCollection, anchor.transform); sequence.OnCompleted += delegate { // Destroy enemy }; }
private void OnInputSucceeded(InputSequence sequence) { if (sequence.IsCompleted) { return; } _animator.SetTrigger("Succeeded"); }
/// <Summary> /// Create sequences for each node in the scene /// </Summary> private void createSequence_Node(TowerSpawnNode anchor) { // InputSequence sequence = sequenceManager.CreateSequence(getNewSequnceText(nodeStringCollection), anchor.transform); InputSequence sequence = typerSegmentManager.createNewSequence(nodeStringCollection, anchor.transform); sequence.OnCompleted += delegate { anchor.TowerSpawnReady = false; anchor.HasTowerSpawned = true; spawnTower(towerSpawnIndex, anchor); }; }
/// <summary> /// Registers a sequence with the manager and enable it to receive keyboard input. /// </summary> public static void RegisterSequence(InputSequence sequence) { if (_sequences.Contains(sequence)) { return; } _sequences.Add(sequence); sequence.OnRemoval += UnregisterSequence; sequence.OnTargeted += TargetSequence; sequence.OnUntargeted += UntargetSequence; }
/// <summary> /// Targets the given input sequence. /// </summary> public static void TargetSequence(InputSequence sequence) { if (_targetedSequences.Contains(sequence) == false) { if (_useMultiTargeting == false) { ClearTargetedSequences(); } _targetedSequences.Add(sequence); } }
private static bool SendInputToSequence(string input, InputSequence sequence) { bool successful = sequence.ReceiveInput(input); if (successful) { OnInputAccepted(); if (sequence.IsCompleted) { CompleteSequence(sequence); } } else { OnInputRejected(); } return(successful); }
private void Awake() { Sequence = GetComponent <InputSequence>(); Debug.Assert(Sequence != null); }
private void OnInputFailed(InputSequence _) { _animator.SetTrigger("Failed"); }
private void OnCompleted(InputSequence _) { _animator.SetTrigger("Completed"); }
/// <summary> /// Display as untargeted; /// </summary> protected void ShowAsUntargeted(InputSequence _) { _targetObject.gameObject.SetActive(false); _untargetedObject.gameObject.SetActive(true); }
/// <summary> /// The sequence will no longer receive input. /// </summary> public static void UnregisterSequence(InputSequence sequence) { _sequences.Remove(sequence); _targetedSequences.Remove(sequence); sequence.OnRemoval -= UnregisterSequence; }