Ejemplo n.º 1
0
    private void ShowEyes(EyelidState eyeState)
    {
        switch (eyeState)
        {
        case EyelidState.Closed:
            leftEyelidRenderer.sprite  = ClosedLeftEyelidSprite;
            rightEyelidRenderer.sprite = ClosedRightEyelidSprite;
            break;

        case EyelidState.Low:
            leftEyelidRenderer.sprite  = LowLeftEyelidSprite;
            rightEyelidRenderer.sprite = LowRightEyelidSprite;
            break;

        case EyelidState.Lower:
            leftEyelidRenderer.sprite  = LowerLeftEyelidSprite;
            rightEyelidRenderer.sprite = LowerRightEyelidSprite;
            break;

        case EyelidState.Open:
            leftEyelidRenderer.sprite  = null;
            rightEyelidRenderer.sprite = null;
            break;
        }
    }
Ejemplo n.º 2
0
        private void UpdateEyelid(float elapsedTime)
        {
            float num  = 0.5f;
            float num2 = 6f;

            if (_isSpawning)
            {
                if (NPC.MoonLordCountdown >= 3590)
                {
                    _eyelidStateTime = 0f;
                    _eyelidState     = EyelidState.Closed;
                }
                num  = (float)NPC.MoonLordCountdown / 3600f * 10f + 0.5f;
                num2 = 2f;
            }
            _eyelidStateTime += elapsedTime;
            switch (_eyelidState)
            {
            case EyelidState.Closed:
                _eyelidProgress = 0f;
                if (_eyelidStateTime > num)
                {
                    _eyelidStateTime = 0f;
                    _eyelidState     = EyelidState.Opening;
                }
                break;

            case EyelidState.Opening:
                _eyelidProgress = _eyelidStateTime / 0.4f;
                if (_eyelidStateTime > 0.4f)
                {
                    _eyelidStateTime = 0f;
                    _eyelidState     = EyelidState.Open;
                }
                break;

            case EyelidState.Open:
                _eyelidProgress = 1f;
                if (_eyelidStateTime > num2)
                {
                    _eyelidStateTime = 0f;
                    _eyelidState     = EyelidState.Closing;
                }
                break;

            case EyelidState.Closing:
                _eyelidProgress = 1f - _eyelidStateTime / 0.4f;
                if (_eyelidStateTime > 0.4f)
                {
                    _eyelidStateTime = 0f;
                    _eyelidState     = EyelidState.Closed;
                }
                break;
            }
        }
Ejemplo n.º 3
0
    /*void MoveLids()
     * {
     *  //var newPos = upperlid.transform.localPosition;
     *  //newPos.y = middleYPos + (value * (middleYPos - closedPos)); // some math was done to limit the lids to their open/closed positions
     *  //upperlid.transform.localPosition = newPos;
     *  //newPos.y *= -1;
     *  //lowerlid.transform.localPosition = newPos;
     *
     *  var time = (value + 1) / 2f;
     *  if (time >= 1f) time = 0.99f;
     *  else if (time <= 0f) time = 0f;
     *  var stateName = "Eyelid";
     *  if (gameObject.name.Contains("Right"))
     *      stateName += "R";
     *  animator.Play(stateName, -1, time);
     * }*/

    void CheckState()
    {
        if (value <= -0.9f)
        {
            eyelidState = EyelidState.OPEN;
        }
        else if (value > -0.9f && value <= 0.5f)
        {
            eyelidState = EyelidState.SQUINTING;
        }
        else
        {
            eyelidState = EyelidState.CLOSED;
        }

        /*if (value > 0.6f)
         *  eyelidState = EyelidState.OPEN;
         * else if (value <= -1f)
         *  eyelidState = EyelidState.CLOSED;
         * else
         *  eyelidState = EyelidState.SQUINTING;*/
    }
Ejemplo n.º 4
0
 private void ShowEyes(EyelidState eyeState)
 {
     switch(eyeState)
     {
     case EyelidState.Closed:
         leftEyelidRenderer.sprite = ClosedLeftEyelidSprite;
         rightEyelidRenderer.sprite = ClosedRightEyelidSprite;
         break;
     case EyelidState.Low:
         leftEyelidRenderer.sprite = LowLeftEyelidSprite;
         rightEyelidRenderer.sprite = LowRightEyelidSprite;
         break;
     case EyelidState.Lower:
         leftEyelidRenderer.sprite = LowerLeftEyelidSprite;
         rightEyelidRenderer.sprite = LowerRightEyelidSprite;
         break;
     case EyelidState.Open:
         leftEyelidRenderer.sprite = null;
         rightEyelidRenderer.sprite = null;
         break;
     }
 }