FiE-Game/Assets/Cinema Director/Cutscene Items/Actor Items/GameObject/EnableGameObjectAction.cs

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C#
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2023-07-26 21:47:00 +02:00
using CinemaDirector.Helpers;
using System.Collections.Generic;
using UnityEngine;
namespace CinemaDirector
{
/// <summary>
/// Enable the Actor related to this event.
/// </summary>
[CutsceneItemAttribute("Game Object", "Temporary Enable", CutsceneItemGenre.ActorItem)]
public class EnableGameObjectAction : CinemaActorAction, IRevertable
{
// Options for reverting in editor.
[SerializeField]
private RevertMode editorRevertMode = RevertMode.Revert;
// Options for reverting during runtime.
[SerializeField]
private RevertMode runtimeRevertMode = RevertMode.Revert;
/// <summary>
/// Cache the state of all actors related to this event.
/// </summary>
/// <returns>All the revert info related to this event.</returns>
public RevertInfo[] CacheState()
{
List<Transform> actors = new List<Transform>(GetActors());
List<RevertInfo> reverts = new List<RevertInfo>();
foreach (Transform go in actors)
{
if (go != null)
{
reverts.Add(new RevertInfo(this, go.gameObject, "SetActive", go.gameObject.activeSelf));
}
}
return reverts.ToArray();
}
/// <summary>
/// Enable the given actor temporarily.
/// </summary>
/// <param name="actor">The actor to be enabled.</param>
public override void Trigger(GameObject actor)
{
if (actor != null)
{
actor.SetActive(true);
}
}
/// <summary>
/// End the action and disable the game object.
/// </summary>
/// <param name="actor">The actor.</param>
public override void End(GameObject actor)
{
if (actor != null)
{
actor.SetActive(false);
}
}
/// <summary>
/// The trigger time has been hit while playing in reverse. disable the action.
/// </summary>
/// <param name="Actor">The actor to disable</param>
public override void ReverseTrigger(GameObject Actor)
{
this.End(Actor);
}
/// <summary>
/// The end time has been hit while playing in reverse. enable the action.
/// </summary>
/// <param name="Actor">The actor to enable</param>
public override void ReverseEnd(GameObject Actor)
{
Trigger(Actor);
}
/// <summary>
/// Set the action to an arbitrary time.
/// </summary>
/// <param name="Actor">The current actor.</param>
/// <param name="time">the running time of the action</param>
/// <param name="deltaTime">The deltaTime since the last update call.</param>
public override void SetTime(GameObject actor, float time, float deltaTime)
{
if (actor != null)
{
actor.SetActive(time >= 0 && time < Duration);
}
}
/// <summary>
/// Option for choosing when this Event will Revert to initial state in Editor.
/// </summary>
public RevertMode EditorRevertMode
{
get { return editorRevertMode; }
set { editorRevertMode = value; }
}
/// <summary>
/// Option for choosing when this Event will Revert to initial state in Runtime.
/// </summary>
public RevertMode RuntimeRevertMode
{
get { return runtimeRevertMode; }
set { runtimeRevertMode = value; }
}
}
}