PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCinema Class Reference

Implements sequencer command Cinema(), which plays a Cinema Director cutscene. More...

Inheritance diagram for PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCinema:
Collaboration diagram for PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCinema:

Public Member Functions

void Start ()
 Starts the command by preparing and playing the sequence. More...
 
void OnCutsceneFinished (object sender, CutsceneEventArgs e)
 
void OnDestroy ()
 Handles cleanup at the end of the sequence. More...
 
- Public Member Functions inherited from PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommand
void Initialize (Sequencer sequencer, string endMessage, Transform speaker, Transform listener, params string[] parameters)
 Initializes the base properties. More...
 
void Initialize (Sequencer sequencer, Transform speaker, Transform listener, params string[] parameters)
 Initializes the base properties. More...
 

Additional Inherited Members

- Protected Member Functions inherited from PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommand
void Stop ()
 Call this method to indicate that the command is done playing. More...
 
Transform GetSubject (string specifier, Transform defaultSubject=null)
 Sequencer commands usually specify a subject to which the command applies (e.g., where to aim the camera). More...
 
Transform GetSubject (int i, Transform defaultSubject=null)
 Sequencer commands usually specify a subject to which the command applies (e.g., where to aim the camera). More...
 
string GetParameter (int i, string defaultValue=null)
 Gets the i-th parameter (zero-based). More...
 
GetParameterAs< T > (int i, T defaultValue)
 Gets the i-th parameter (zero-based) as a specified type. More...
 
float GetParameterAsFloat (int i, float defaultValue=0)
 Gets the i-th parameter as a float. More...
 
int GetParameterAsInt (int i, int defaultValue=0)
 Gets the i-th parameter as an int. More...
 
bool GetParameterAsBool (int i, bool defaultValue=false)
 Gets the i-th parameter as a bool. More...
 
string GetParameters ()
 Gets the parameters as a comma-separated string. More...
 
bool IsAudioMuted ()
 Checks whether a Lua variable "Mute" is defined and true. More...
 
- Properties inherited from PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommand
bool IsPlaying [get, protected set]
 Indicates whether the command is still playing. More...
 
Sequencer Sequencer [get]
 Reference to the Sequencer, so you can access its properties such as SequencerCamera and CameraAngles. More...
 
string[] Parameters [get]
 The parameters for the command. More...
 
string endMessage [get]
 Optional message to send the sequencer when the command completes. More...
 
Transform?? speaker [get]
 
Transform?? listener [get]
 

Detailed Description

Implements sequencer command Cinema(), which plays a Cinema Director cutscene.

Syntax: Cinema(cutscene[ nowait|once|cache[, group, actor...]])

Description: Plays a Cinema Director cutscene, loading it from Resources if necessary. To prepare a cutscene prefab, create it and save a prefab inside a Resources folder. Then provide the path to that prefab to this command. Cutscenes can be inactive; this command will activate them.

Prefab cutscenes don't remember the actors assigned to their groups. You have to specify them in the sequencer command. This also allows you to bind different objects to groups at runtime.

  • cutscene: The cutscene to play. If loading from Resources, provide the full path under Resources.
  • nowait|once|cache: (Optional) If once, the cutscene is unloaded from memory when done playing; if cache, it's kept in memory. Use once for cutscenes that only play once, such as a unique one-off sequence. Use cache for generic cutscenes that may be used again, such as a generic body gesture. Defaults to cache. Cutscenes in the scene (not loaded from Resources) are never unloaded. nowait specifies to let the cutscene run in the background; this is only valid for cutscenes in the scene, not loaded from Resources.
  • group: (Optional) The name of a group (e.g., Camera for Camera Group, or Player for Player Group. This parameter must be paired with an actor.
  • actor: (Optional): The name of a GameObject in the scene, or speaker or listener. The group's actor will be set to this GameObject.

Notes<c/b>:

  • You can provide any number of "<em>group</em>, <em>actor</em>" parameters to this command.
  • Some actions such as DisableBehavior that reference objects in the scene such as a component on a scene object aren't compatible with prefab cutscenes.

Examples:

  • Cinema(Cutscenes/MyCutscene)
    • Plays the cutscene "Cutscenes/MyCutscene" located in the scene or inside a Resources folder.
  • Cinema(Cutscenes/Bow, cache, Player, speaker)
    • Plays the cutscene "Cutscenes/Bow" using the speaker as the actor for Player Group. Keeps the sequence in memory for re-use.

Member Function Documentation

◆ OnCutsceneFinished()

void PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCinema.OnCutsceneFinished ( object  sender,
CutsceneEventArgs  e 
)

◆ OnDestroy()

void PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCinema.OnDestroy ( )

Handles cleanup at the end of the sequence.

◆ Start()

void PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandCinema.Start ( )

Starts the command by preparing and playing the sequence.


The documentation for this class was generated from the following file: