void CheckEnterDanceArea() { if (manager.IsDancerInsideDancingArea(transform)) { stateName = GameEnums.DancerStateNames.MoodActive; DancerMood dancerMoodComponent = GetComponent <DancerMood>(); dancerMoodComponent.enabled = true; } }
void CheckDistanceToDanceSpot() { Vector3 groundPosition = new Vector3(transform.position.x, 0f, transform.position.z); float distance = Vector3.Distance(groundPosition, destination); if (Mathf.Abs(distance) < 0.5f) { stateName = GameEnums.DancerStateNames.Dancing; GetComponent <NavMeshAgent>().isStopped = true; DancerMood dancerMoodComp = GetComponent <DancerMood>(); dancerMoodComp.enabled = true; dancerMoodComp.StopWalkAnimation(); RotateToDJ(); } }
public void SetState(GameEnums.DancerStateNames newState) { stateName = newState; }