Many of the events that happen throughout SOMA are triggered sequences - a sound plays, then the player's FoV changes, then a light starts flashing etc. etc. We control all of those through a set of wrappers we call Sequences, which hide a bunch of timers away and make things easier to read.
For each sequence you need a map property to store the state - a cSequenceStatesData� property e.g.
cSequenceStatesData mSequenceAlert;
Then you create a sequence function. This will be repeatedly called until the whole sequence is over. It looks something like this:
void Sequence_Alert(const tString& in asName)
{
Sequence_Begin("Sequence_Alert", mSequenceAlert);�
if(Sequence_DoStepAndWait(1.0f)) // Do this step and then wait for 1 second
{
MakeALoudNoise();
}
else if (Sequence_DoStepAndWait(2.5f)) // Do this and then wait for 2.5 seconds
{
FlashABrightLight();
}
else if (Sequence_DoStepAndPause()) // Do this and then pause until told otherwise
{
SaySomethingAndCallBack("OnSayingSomethingComplete");
}
else if (Sequence_DoStepAndWait(10.0f)) // Do this and then wait for 10s
{
CrushPlayerLikeAnAnt();
}
else if (Sequence_DoStepAndContinue()) // Do this and go on to the next step (in this case there isn't one)
{
ApologiseToPlayer();
}
Sequence_End();
}
void OnSayingSomethingComplete()
{
// Saying something is now complete - poke the sequence to continue processing
SequenceStates_Resume("Sequence_Alert");
}
As you can see, Sequence_DoStepAndPause() in there actually pauses the whole sequence until some external event - in this case the callback from the voice playing code - calls SequenceStates_Resume() and asks it to continue.
To start the sequence, you just call the sequence function once with an empty argument when you want it to trigger e.g.
Sequence_Alert("");
no need to call it every frame or anything! Once started, timers will automatically make sure that the sequence steps get followed when they need to be.
We use this a lot, all the way through SOMA, sometimes running multiple sequences in parallel, as they're totally independent of each other. (Which is perfectly possible, but can get very confusing - we really wouldn't recommend it, it more grew out of level complexity than anything else!)
=== Sequence_BeginMark the start of a sequence block.
Mark the end of the current sequence block.
=== Sequence_StopStop the current sequence immediately (sort of like an abort).
=== Sequence_DoStepAndWait ===Do the step within the following brackets and then wait for the specified time.
=== Sequence_DoStepWaitAndRepeat ===Do the step within the following brackets and then wait for the specified time; repeat for a number of iterations.
=== Sequence_DoStepAndContinueDo the step within the following brackets and then immediately carry on to the next step.
=== Sequence_DoStepAndPauseDo the step within the following brackets and then pause until Sequence_Resume is called.
=== Sequence_WaitJust wait for a set period of time (no step in brackets).
=== Sequence_PausePause the sequence until Sequence_Resume is called.
=== Sequence_SkipNextSteps ===Skip the specified number of sequence steps.
=== Sequence_SkipNextStepSkip the next sequence step.
=== SequenceStates_PausePause a specified sequence.
=== SequenceStates_ResumeResume the specified sequence.
=== SequenceStates_StopStop the specified sequence.
=== SequenceStates_IsActive ===Returns true is a particular sequence is active.