public void EnterState(IState oldState, StatePatternBase statePatternBase) { manager = statePatternBase as GameStateManager; garageController = GameManager.Instance.StartBigCarDemo(); waitForLeave = false; isOpenGate = false; }
public void EnterState(IState oldState, StatePatternBase statePatternBase) { manager = statePatternBase as FishAIStateManager; manager.WaitToSwitchState(FishAIStateManager.FishState.move, 2); Vector3 goal = FishMoveState.GetPlayerFrontPosition(manager); manager.fishAI.moveGoal = goal; manager.fishAI.moveTime = 1.5f; manager.fishAI.moveDoneState = FishAIStateManager.FishState.angry; int punchAni = Random.Range(0, 3); if (punchAni == 0) { manager.WaitToTriggerAnimation(FishAIStateManager.FishAni.Angry); } else if (punchAni == 1) { manager.WaitToTriggerAnimation(FishAIStateManager.FishAni.WryFace); } else if (punchAni == 2) { manager.WaitToTriggerAnimation(FishAIStateManager.FishAni.Scared); } manager.fishAI.countFishHit++; }
public void EnterState(IState oldState, StatePatternBase statePatternBase) { manager = statePatternBase as FishAIStateManager; Vector3 goal; float moveTime; if (manager.fishAI.moveGoal.HasValue) { goal = manager.fishAI.moveGoal.Value; manager.fishAI.moveGoal = null; moveTime = manager.fishAI.moveTime; } else { goal = FishMoveState.GetPlayerFrontPosition(manager); moveTime = 3; } manager.GetTransform().DOMove(goal, moveTime).SetEase(Ease.InOutQuad).OnComplete(_moveDone); manager.GetTransform().DOLookAt((goal - manager.GetTransform().position).normalized, 2); int moveAni = Random.Range((int)FishAIStateManager.FishAni.Move1, (int)FishAIStateManager.FishAni.MoveEnd); manager.WaitToTriggerAnimation((FishAIStateManager.FishAni)moveAni); manager.PlaySound("MovingSound", Random.Range(0.1f, 1.5f)); manager.PlaySound("MovingSound", Random.Range(1.5f, 2.5f)); manager.fishAI.StartShakeFishPosScale(); }
public void EnterState(IState oldState, StatePatternBase statePatternBase) { manager = statePatternBase as GameStateManager; GameManager.Instance.StartFishDemo(); //Set touch fish hand GameManager.Instance.SetHandTouchMode(); SRWorkHand.GetDynamicHand().gameObject.layer = HandTouchFish.HandTouchLayer; }
public void EnterState(IState oldState, StatePatternBase statePatternBase) { alreadySelected = false; manager = statePatternBase as GameStateManager; ARRender.Instance.InitRenderSystem(); ReconstructManager.Instance.ClearWallCandidate(); ReconstructManager.Instance.AutoPickFloor(); ReconstructManager.Instance.ActiveSelectWallPointer(true); }
//int canUpdateWorldPosMatrix; public void EnterState(IState oldState, StatePatternBase statePatternBase) { manager = statePatternBase as FishAIStateManager; GameManager.Instance.StartPaintBallWallGame(); MRWallManager.instance.UpdateWorldPosMatrix(); firstEnter = true; gamePlaying = false; manager.fishAI.transform.GetChild(0).gameObject.SetActive(false); //canUpdateWorldPosMatrix = 2; }
public void EnterState(IState oldState, StatePatternBase statePatternBase) { manager = statePatternBase as FishAIStateManager; Vector3 toward = manager.GetPlayerHead().position - manager.GetTransform().position; toward.Normalize(); manager.GetTransform().DOLookAt(toward, 2, AxisConstraint.None, Vector3.up).SetEase(Ease.InOutElastic).OnComplete(_faceToDone); _firstEnter = true; isfaceToDone = false; manager.fishAI.gameObject.GetComponent <Rigidbody>().velocity = Vector3.zero; manager.fishAI.gameObject.GetComponent <Rigidbody>().angularVelocity = Vector3.zero; }
public void EnterState(IState oldState, StatePatternBase statePatternBase) { manager = statePatternBase as FishAIStateManager; Vector3 toward = manager.GetPlayerHead().position - manager.GetTransform().position; toward.Normalize(); manager.GetTransform().DOLookAt(-toward, 2, AxisConstraint.None, Vector3.up).SetEase(Ease.InBounce); manager.PlaySound("MovingSound", Random.Range(0.5f, 1.5f)); int moveAni = Random.Range((int)FishAIStateManager.FishAni.Move1, (int)FishAIStateManager.FishAni.MoveEnd); manager.WaitToTriggerAnimation((FishAIStateManager.FishAni)moveAni); manager.GetTransform().DOScale(0, 2).OnComplete(fishScaleDone); }
public void EnterState(IState oldState, StatePatternBase statePatternBase) { manager = statePatternBase as FishAIStateManager; Vector3 toward = manager.GetPlayerHead().position - manager.GetTransform().position; toward.Normalize(); manager.GetTransform().DOLookAt(toward, 1, AxisConstraint.None, Vector3.up).SetEase(Ease.InBounce).OnComplete(_faceToDone); //manager.WaitToTriggerAnimation(FishAIStateManager.FishAni.WryFace); isFaceToDone = false; WryFaceTime = 10; shootFishCount = 3; fishCanBeShoot = false; manager.StartCoroutine(_startWryFace()); GameManager.Instance.PaintGunCanPickUp(); }
public void EnterState(IState oldState, StatePatternBase statePatternBase) { manager = statePatternBase as FishAIStateManager; manager.StopAllCoroutineAndTween(); manager.GetTransform().localScale = Vector3.one * 0.0001f; manager.GetTransform().DOScale(manager.fishAI.fishScale, 2).OnComplete(OnEntranceScaleDone); Transform head = manager.GetPlayerHead(); Vector3 goal = new Vector3(); goal = head.position + head.forward * 1.5f; goal.x += Random.Range(-0.5f, 0.0f); goal.y += Random.Range(-0.25f, 0.25f); goal.z += Random.Range(-0.5f, 0.0f); manager.GetTransform().position = goal; manager.GetTransform().LookAt(head.position); //manager.WaitToSwitchState(FishAIStateManager.FishState.move, 6); _firstEnter = true; }
public void EnterState(IState oldState, StatePatternBase statePatternBase) { manager = statePatternBase as FishAIStateManager; //use out pos to prevent transparent the door. Vector3 goal = manager.fishAI.GetOutPos(); manager.GetTransform().DOMove(goal, 1.4f).SetEase(Ease.InOutQuad).OnComplete(_moveDone); manager.GetTransform().DOLookAt(goal, 2); // manager.GetTransform().(goal[0], 2); int moveAni = Random.Range((int)FishAIStateManager.FishAni.Move1, (int)FishAIStateManager.FishAni.MoveEnd); manager.WaitToTriggerAnimation((FishAIStateManager.FishAni)moveAni); manager.PlaySound("MovingSound", Random.Range(0.1f, 1.5f)); manager.PlaySound("MovingSound", Random.Range(1.5f, 2.5f)); openOnce = false; manager.fishAI.StopShakeFishPosScale(); GameManager.Instance.SetFishToRenderTop(); }
public void EnterState(IState oldState, StatePatternBase statePatternBase) { manager = statePatternBase as GameStateManager; scanningProgress = 1; }
public void EnterState(IState oldState, StatePatternBase statePatternBase) { manager = statePatternBase as GameStateManager; robotController = GameManager.Instance.StartRobotDemo(); }