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CutsceneActions.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DialogAction : ICutsceneAction {
private string _text;
public string Text { get { return _text; }}
public DialogAction(string text) {
_text = text;
}
public void Run(ICutsceneController controller, Action finish) {
controller.AnimateTextInPagedDialog(_text, finish);
}
}
public class ShowDialogAction: ICutsceneAction {
private bool _show;
public ShowDialogAction(bool show) {
_show = show;
}
public void Run(ICutsceneController controller, Action finish) {
controller.ShowPagedDialog(_show);
finish();
}
}
public class InstantiatePrefabAction : ICutsceneAction {
private string _prefabId;
private string _name;
private Vector3 _position;
private Quaternion _rotation;
public InstantiatePrefabAction(string prefabId, string name, Vector3 position, Quaternion rotation) {
_prefabId = prefabId;
_name = name;
_position = position;
_rotation = rotation;
}
public void Run(ICutsceneController controller, Action finish) {
var obj = controller.InstantiatePrefab(_prefabId, _position, _rotation);
obj.name = _name;
finish();
}
}
public class DestroyObjectAction : ICutsceneAction {
private string _name;
public DestroyObjectAction(string name) {
_name = name;
}
public void Run(ICutsceneController controller, Action finish) {
controller.DestroyObject(_name);
finish();
}
}
public class WaitAction : ICutsceneAction {
private float _secondsToWait;
public float SecondsToWait { get { return _secondsToWait; }}
public WaitAction(float secondsToWait) {
_secondsToWait = secondsToWait;
}
public void Run(ICutsceneController controller, Action finish) {
controller.StartCoroutine(WaitCoroutine(finish));
}
private IEnumerator WaitCoroutine(Action finish) {
yield return new WaitForSeconds(_secondsToWait);
finish();
}
}