Difference between revisions of "CutsceneDirector"

From Headbone Creative
Jump to: navigation, search
(added category)
(Rearranged formatting)
 
(One intermediate revision by one user not shown)
Line 1: Line 1:
 
This script controls the starting and stopping of a cutscene or sequence of cutscenes. Cutscenes are driven by the Cutscene Director: this means that a CutsceneDirector must be at the top of the GameObject hierarchy of cutscene commands.  
 
This script controls the starting and stopping of a cutscene or sequence of cutscenes. Cutscenes are driven by the Cutscene Director: this means that a CutsceneDirector must be at the top of the GameObject hierarchy of cutscene commands.  
  
 +
== Public Variables ==
 +
=== resetOnDisable : bool ===
 +
If this is set to true, the [[Cutscene#public_event_CutsceneNotification_OnCutsceneReset|OnCutsceneReset]] function will be called when [http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.OnDisable.html MonoBehavior.OnDisable] is called.
 +
=== resetOnEnable : bool ===
 +
If this is set to true, the [[Cutscene#public_event_CutsceneNotification_OnCutsceneReset|OnCutsceneReset]] function will be called when [http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.OnEnable.html MonoBehavior.OnEnable] is called.
 +
=== resetOnStart : bool ===
 +
If this is set to true, the [[Cutscene#public_event_CutsceneNotification_OnCutsceneReset|OnCutsceneReset]] function will be called when [http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.Start.html MonoBehavior.Start] is called.
 +
=== playAutomatically : bool ===
 +
If this is set to true, the [[Cutscene#public_event_CutsceneNotification_OnCutsceneStart|OnCutsceneStart]] function will be called when [http://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.Start.html MonoBehavior.Start] is called.
 +
=== finishedAction : OnFinishedAction ===
 +
This defines what action to take when the cutscene or sequence of cutscenes are completely finished. It can be the following values:
 +
==== RESET ====
 +
This will call [[Cutscene#public_event_CutsceneNotification_OnCutsceneReset|OnCutsceneReset]] when the cutscene is finished.
 +
==== RESTART ====
 +
This will call [[Cutscene#public_event_CutsceneNotification_OnCutsceneStart|OnCutsceneStart]] when the cutscene is finished.
 +
==== DISABLE ====
 +
This will set [http://docs.unity3d.com/Documentation/ScriptReference/Behaviour-enabled.html enabled] to false when the cutscene finishes.
 +
==== DESTROY ====
 +
This will [http://docs.unity3d.com/Documentation/ScriptReference/Object.Destroy.html destroy] the GameObject to which the cutscene is attached when the cutscenes are finished.
 +
 +
== Creating a new Cutscene Director ==
 
The easiest way to create a new cutscene director is to go to GameObject -> Create Other -> Cutscene Director, or use the Create menu from the Hierarchy window.
 
The easiest way to create a new cutscene director is to go to GameObject -> Create Other -> Cutscene Director, or use the Create menu from the Hierarchy window.
 +
[[File:CutsceneDirector1.png|thumb|left|x350px|Creating a new CutsceneDirector]]
 +
[[File:CutsceneDirector2.png|thumb|center|x350px|Creating a new CutsceneDirector]]
 +
  
 +
[[Category:API]]
 
[[Category:Cutscene Framework]]
 
[[Category:Cutscene Framework]]
 +
[[Category:Premium Scripts]]

Latest revision as of 04:01, 15 April 2013

This script controls the starting and stopping of a cutscene or sequence of cutscenes. Cutscenes are driven by the Cutscene Director: this means that a CutsceneDirector must be at the top of the GameObject hierarchy of cutscene commands.

Contents

[edit] Public Variables

[edit] resetOnDisable : bool

If this is set to true, the OnCutsceneReset function will be called when MonoBehavior.OnDisable is called.

[edit] resetOnEnable : bool

If this is set to true, the OnCutsceneReset function will be called when MonoBehavior.OnEnable is called.

[edit] resetOnStart : bool

If this is set to true, the OnCutsceneReset function will be called when MonoBehavior.Start is called.

[edit] playAutomatically : bool

If this is set to true, the OnCutsceneStart function will be called when MonoBehavior.Start is called.

[edit] finishedAction : OnFinishedAction

This defines what action to take when the cutscene or sequence of cutscenes are completely finished. It can be the following values:

[edit] RESET

This will call OnCutsceneReset when the cutscene is finished.

[edit] RESTART

This will call OnCutsceneStart when the cutscene is finished.

[edit] DISABLE

This will set enabled to false when the cutscene finishes.

[edit] DESTROY

This will destroy the GameObject to which the cutscene is attached when the cutscenes are finished.

[edit] Creating a new Cutscene Director

The easiest way to create a new cutscene director is to go to GameObject -> Create Other -> Cutscene Director, or use the Create menu from the Hierarchy window.

Creating a new CutsceneDirector
Creating a new CutsceneDirector
Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox