Nextrek
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/*
*
* Adventure Creator
* by Chris Burton, 2013-2014
*
* "SceneHandler.cs"
*
* This script stores the gameState variable, which is used by
* other scripts to determine if the game is running normal gameplay,
* in a cutscene, paused, or displaying conversation options.
*
*/
using UnityEngine;
using AC;
public class StateHandler : MonoBehaviour
{
public GameState gameState = GameState.Normal;
private GameState lastGameplayState = GameState.Normal;
private GameState lastGameplayState_Backup = GameState.Normal;
private void Awake ()
{
DontDestroyOnLoad(this);
}
private void Update ()
{
if (gameState != GameState.Paused)
{
lastGameplayState = gameState;
}
}
public void RestoreLastGameplayState ()
{
gameState = lastGameplayState;
}
public GameState GetLastGameplayState ()
{
return lastGameplayState;
}
public void BackupLastGameplayState ()
{
lastGameplayState_Backup = lastGameplayState;
}
public void UpdateLastGameplayState ()
{
lastGameplayState = lastGameplayState_Backup;
}
public void TurnOnAC ()
{
gameState = GameState.Normal;
}
public void TurnOffAC ()
{
if (GameObject.FindWithTag (Tags.gameEngine))
{
if (GameObject.FindWithTag (Tags.gameEngine).GetComponent <ActionListManager>())
{
GameObject.FindWithTag (Tags.gameEngine).GetComponent <ActionListManager>().KillAllLists ();
}
if (GameObject.FindWithTag (Tags.gameEngine).GetComponent <Dialog>())
{
GameObject.FindWithTag (Tags.gameEngine).GetComponent <Dialog>().KillDialog ();
}
}
Moveable[] moveables = FindObjectsOfType (typeof (Moveable)) as Moveable[];
foreach (Moveable moveable in moveables)
{
moveable.Kill ();
}
Char[] chars = FindObjectsOfType (typeof (Char)) as Char[];
foreach (Char _char in chars)
{
_char.EndPath ();
}
gameState = GameState.Cutscene;
}
}
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Revision |
Author |
Commited |
Message |
83
|
FMMortaroli
|
Tue 13 May, 2014 11:32:51 +0000 |
|