public void Update(float deltaSeconds) { if (myState == JackState.DEAD) { return; } if (myState == JackState.REELING) { reelingTimeRemaining -= deltaSeconds; if (reelingTimeRemaining <= 0.0f) { myState = JackState.OK; } } textDisplayElapsedSeconds += deltaSeconds; if (textDisplayElapsedSeconds < textDisplayStartTime) { textDisplayScrollPosition = 0; } else { float scrollTime = textDisplayElapsedSeconds - textDisplayStartTime; float scrolledPixels = scrollTime * textDisplayScrollSpeed; textDisplayScrollPosition = Mathf.FloorToInt(scrolledPixels); } MoveJack(deltaSeconds); if (!SwordSwinging) { if (Input.GetButtonDown("Fire1")) { SwordSwinging = true; swingElapsedTime = 0.0f; swingIndex = Random.Range(0, Swings.Count); } } else { swingElapsedTime += deltaSeconds; MoveSword(); CheckSwordHit(); RecordSwordFrame(); if (CheckSwingDone()) { SwordSwinging = false; } } PurgeSwordFrames(); }
public void Hit() { hitPoints--; if (hitPoints == 0) { myState = JackState.DEAD; return; } else { myState = JackState.REELING; reelingTimeRemaining = MAX_REEL_DURATION; } }
public void setCurrentJackState(JackState state) { CurrentJackState = state; Debug.WriteLine("set jackstate = " + state); }
public void Initialize() { CurrentState = CarState.NotInWorld; PreviousState = CarState.NotInWorld; CurrentJackState = JackState.NotJacking; PreviousJackState = JackState.NotJacking; InTransition = false; BetweenCones = false; PreviousBetweenCones = false; Fueling = false; Repairing = false; FuelLevel = 0; PreviousFuelLevel = 0; LiftTimer = DateTime.Now; DropTimer = DateTime.Now; DropTime = DateTime.Now; FuelTimer = DateTime.Now; LiftCounter = 0; }