void OnFanReachedEnd() { lastUsedPit.Fan(0); waitingForFanReachedEnd = false; lastUsedPit = null; isFanning = false; }
public override void AddComponents() /// In this section you can define any item and have it place in the camp x,y,z location. { ChestLevel1 chest = new ChestLevel1(); ////Chest level 1-6 This is gonna decide what it looks like. FirePit firepit = new FirePit(); //// Camps firepit. Campfire campfire = new Campfire(); //// The fire in the pit. firepit.ItemID = 0xFAC; campfire.ItemID = 0xDE3; TreasureMapChest.Fill(chest, 1); //// Chest level 1-6 This decides what kinda loot inside. AddItem(chest, 4, 4, 0); //// Adding items to the ground around the spawner. (x,y,z) AddItem(firepit, 0, 0, 0); AddItem(campfire, 0, 0, 1); AddMobile(new Orc(), 15, 2, -2, 0); /// Adding mobs to the area around the spawner. (WanderRange,x,y,z) AddMobile(new Orc(), 15, -2, -2, 0); AddMobile(new OrcCaptain(), 15, 2, 2, 0); AddMobile(new OrcishLord(), 15, -2, 2, 0); switch (Utility.Random(2)) //// This is used for adding random mobs to the camp. { case 0: m_mob = new Ogre(); break; case 1: m_mob = new Ettin(); break; } AddMobile(m_mob, 15, -2, 0, 0); /// This decides where to place the random mob. (WanderRange,x,y,z) }
void OnIgniteDone() { GetComponent <Animation>().CrossFade(pokingToIdle.name); firePit.Ignited(); isIgniting = false; firePit = null; goingBackToIdle = true; goingBackToIdleDoneTime = Time.time + GetComponent <Animation>()[pokingToIdle.name].length; }
void OnFirePitFullFlame() { Debug.Log("Effect: full flame! YESS!!!"); firePitDoneDialog.TriggerSound(); GetComponent <Animation>().CrossFade(firePitDone.name); waitingForFanReachedEnd = false; lastUsedPit = null; waitingForPitDone = true; waitingForPitDoneTime = Time.time + firePitDone.length; }
private void OnTriggerEnter(Collider other) { FirePit firePit = other.GetComponent <FirePit>(); if (firePit && CanHitEnemy()) { onFirePosition = true; _animator.SetBool("Firing", true); } }
//public GameObject fire; // Use this for initialization void Start () { Flip (); pointA = transform.position.x; pointB = transform.position.x - 80; anim = GetComponent<Animator>(); rope = this.transform.GetChild(0).gameObject; Fire = FindObjectOfType<FirePit> (); win = FindObjectOfType<Win> (); //fire = FirePit.Fire; }
void OnFirePitIgnite(FirePit pit) { BroadcastMessage("OnFirePitIgnitionStart"); if (dontMoveModifier == null) { dontMoveModifier = new AllowedToMoveModifier("igniting"); avatar.AddAllowedToMoveModifier(dontMoveModifier); } GetComponent <Animation>().CrossFade(ignite.name); GetComponent <Animation>().PlayQueued(poking.name); ignitionEndTime = Time.time + ignitionTime; isIgniting = true; firePit = pit; pit.StartIgniting(); }
void OnFanRequested(FirePit pit) { if (!isInFanMode) { if (!IsWaitingForFan()) { StartFanMode(); } return; } float fanTime = Mathf.Clamp(fanAnimationState.normalizedTime, 0, 1.0f); int fanPower = 0; if (isFanning) { if (fanTime < lessThanFailThreshold) { return; } // else if (fanTime >= moreThanFailThreshold) // { // isFanning = false; // } else { if (fanTime > moreThanPerfectThreshold) { fanPower = perfectFanAmount; } else { fanPower = mediumFanAmount; } fanDirectionIsUp = !fanDirectionIsUp; } } if (!isFanning) { if (fanTime == 1.0f) { fanDirectionIsUp = !fanDirectionIsUp; isFanning = true; } else { return; } } if (fanDirectionIsUp) { StartAnimationAt(fanUp, birchUp, 1.0f - fanTime); } else { StartAnimationAt(fanDown, birchDown, 1.0f - fanTime); } waitingForFanReachedEnd = true; lastUsedPit = pit; if (fanPower != 0) { pit.Fan(fanPower); } }
public virtual void FanFirePit(FirePit pit) { }
public virtual void IgniteFirePit(FirePit pit) { }
public override void FanFirePit(FirePit pit) { transform.parent.BroadcastMessage("OnFanRequested", pit); }
public override void IgniteFirePit(FirePit pit) { transform.parent.BroadcastMessage("OnFirePitIgnite", pit); }