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63 行
1.6 KiB
63 行
1.6 KiB
using UnityEngine;
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using UnityEngine.Playables;
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/// <summary>
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/// Class to trigger a cutscene.
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/// </summary>
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public class CutsceneTrigger : MonoBehaviour
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{
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private PlayableDirector _playableDirector = default;
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[SerializeField] private bool _playOnStart = default;
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[SerializeField] private bool _playOnce = default;
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[SerializeField] private QuestManagerSO _questManager = default;
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[Header("Listening to channels")]
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[SerializeField] private VoidEventChannelSO _playSpeceficCutscene = default;
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[Header("Broadcasting on channels")]
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[SerializeField] private PlayableDirectorChannelSO _playCutsceneEvent = default;
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private void Start()
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{
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_playableDirector = GetComponent<PlayableDirector>();
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if (_playOnStart)
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if (_playCutsceneEvent != null)
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_playCutsceneEvent.RaiseEvent(_playableDirector);
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//Check if we are playing a new game, we should play the intro cutscene
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if (_questManager)
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{
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if (_questManager.IsNewGame())
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{
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_playableDirector.Play();
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}
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}
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}
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private void OnEnable()
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{
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_playSpeceficCutscene.OnEventRaised += PlaySpecificCutscene;
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}
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private void OnDisable()
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{
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_playSpeceficCutscene.OnEventRaised -= PlaySpecificCutscene;
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}
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void PlaySpecificCutscene()
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{
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if (_playCutsceneEvent != null)
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_playCutsceneEvent.RaiseEvent(_playableDirector);
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if (_playOnce)
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Destroy(this);
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}
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//THIS WILL BE REMOVED LATER WHEN WE HAVE ALL EVENTS SET UP, NOW WE ONLY NEED IT TO TEST CUTSCENE WITH TRIGGER
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//Remember to remove collider componenet when we remove this
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private void OnTriggerEnter(Collider other)
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{
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//Fake event raise to test quicker
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_playSpeceficCutscene.RaiseEvent();
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}
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}
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