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57 行
1.4 KiB
57 行
1.4 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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[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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}
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private void OnEnable()
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{
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_playSpeceficCutscene.OnEventRaised += PlaySpeceficCutscene;
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}
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private void OnDisable()
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{
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_playSpeceficCutscene.OnEventRaised -= PlaySpeceficCutscene;
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}
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void PlaySpeceficCutscene()
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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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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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}
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