// Update is called once per frame public void UpdateVisualStates(Player.PlayerState State, Vector3 velocity, float height) { _velocity = velocity; _height = height; switch (State) { case Player.PlayerState.WATER: UpdateWater(); break; case Player.PlayerState.CLOUD: UpdateCloud(); break; case Player.PlayerState.STEAM: UpdateSteam(); break; case Player.PlayerState.RAIN: UpdateRain(); break; case Player.PlayerState.FLOAT: UpdateFloat(); break; } }
//Called once when state switched public void StartVisualStates(Player.PlayerState State) { switch (State) { case Player.PlayerState.WATER: StartWater(); break; case Player.PlayerState.CLOUD: StartCloud(); break; case Player.PlayerState.STEAM: StartSteam(); break; case Player.PlayerState.RAIN: StartRain(); break; case Player.PlayerState.FLOAT: StartFloat(); break; } }
private void PlayerStateChanged(Player.PlayerState newState) { switch (newState) { case Player.PlayerState.Playing: case Player.PlayerState.Paused: { if (Template.FindName("Marquee", this) is MarqueeControl marquee) { if (!marquee.IsStarted) { marquee.Start(); } } } break; case Player.PlayerState.NotLoaded: case Player.PlayerState.Stopped: { if (Template.FindName("Marquee", this) is MarqueeControl marquee) { if (marquee.IsStarted) { marquee.Stop(); } } } break; default: Console.WriteLine("Unrecognized PlayerState: " + newState); break; } }
/// <summary> /// Called whenever a Player's state changes. If every player is at the same waiting state, Deck triggers the next step /// </summary> /// <param name="player">The Player </param> /// <param name="newState">The state the player was in</param> private void OnPlayerStateChanged(Player player, Player.PlayerState newState) { foreach (Player playercheck in players) { if (playercheck.State() != newState) { return; } } switch (newState) { case Player.PlayerState.WaitingToPlay: foreach (Player playerToPlay in players) { playerToPlay.PlayCard(); } break; case Player.PlayerState.WaitingToDraw: UpdateText(); foreach (Player playerToDraw in players) { playerToDraw.DrawCardPack(); } break; case Player.PlayerState.WaitingForNextRound: FinishRound(); break; } }
//Player Listener private void PlayerStateChanged(Player.PlayerState playerState) { switch (playerState) { case Player.PlayerState.alive: CamMove.StartFollowing(); CamZoom.ZoomToVelocity(player, defaultTransitionDuration); //CamShake.VelocityShake(player); CamRotation.VelocityRotation(player); // currently deactivated in CamRotation break; case Player.PlayerState.dead: CamZoom.DeathZoom(Game.deathDelay); CamShake.DeathShake(); CamRotation.RotateToDefault(Game.deathDelay); //CamRotation.DeathRotation(); //change to camshake //CamMove.StopFollowing(); break; case Player.PlayerState.win: CamZoom.WinZoom(Game.deathDelay); CamRotation.RotateToDefault(Game.deathDelay); //CamRotation.DeathRotation(); //change to camshake //CamMove.StopFollowing(); break; default: break; } }
public void ResolveCombat(Player.PlayerState playerAction) { if ((int)playerAction >= (int)(Enemy.AttackMove.NumOfMoves) || _inCombat == false || _enemyInCombat == null) { return; } if (_enemyInCombat == null) { return; } if (playerAction == Player.PlayerState.Special) { _enemyInCombat.Alive = false; return; } if ((int)playerAction == (int)_enemyInCombat.CurrentAttackMove) { _enemyInCombat.EndCombat(false); GameManager.Instance.EnemiesKilled(1); _enemiesHolder.Remove(_enemyInCombat); } else { EnemyExitCombat(); } }
public void ResetPlayerState(Player.PlayerState state) { Player.instance.SetState(state); if (listInGameObj != null && listInGameObj.Count > 0) { foreach (GameObject go in listInGameObj) { PhotonNetwork.Destroy(go); } } PopupManager.ShowText("Ending game...", 3f); }
/// <summary> /// Shows the menu. /// </summary> private void ShowMenu() { this.startMenu.SetActive(this.state == GameState.Start); this.gameoverMenu.SetActive(this.state == GameState.Over); this.pauseMenu.SetActive(this.state == GameState.Pause); this.topMenu.SetActive(this.state == GameState.Playing); this.menuBg.SetActive(this.state == GameState.Start || this.state == GameState.Over || this.state == GameState.Pause ); Player.PlayerState playerState = (this.state == GameState.Playing) ? Player.PlayerState.Go : Player.PlayerState.Alive; this.mainPlayer.SetState(playerState); }
private void PlayerStateChanged(Player.PlayerState p) { switch (p) { case Player.PlayerState.win: //GetComponent<ParticleSystem>().Clear(); GetComponent <Animation>().Play("finishFadeOut"); Debug.Log("PLAYFINISHPARTICLES"); ps.gameObject.SetActive(true); ps.Play(); //GetComponent<ParticleSystem>().Play(); break; } }
private void PlayerStateChanged(Player.PlayerState playerState) { switch (playerState) { case Player.PlayerState.alive: break; case Player.PlayerState.dead: break; case Player.PlayerState.win: break; default: break; } }
//player go to special point IEnumerator gotoPoint(Player.PlayerState state, Vector3 point, string name, float speed) { _canInteractive = false; player.Playerstate = state; if (point.x - player.transform.position.x < 0) { player.SetPlayerRotation(180); } else { player.SetPlayerRotation(0); } while (player.transform.position.x != point.x) { player.transform.position = Vector3.MoveTowards(player.transform.position, point, speed * Time.deltaTime); yield return(null); } // afterGoToPoint(name); }
//Listener private void PlayerStateChanged(Player.PlayerState playerState) { switch (playerState) { case Player.PlayerState.alive: break; case Player.PlayerState.dead: soundPlayer.PlaySingle(deathSound); PlayWooshSound(); break; case Player.PlayerState.win: soundPlayer.PlaySingle(winSound); soundPlayer.PlaySingle(achievementSound); //PlayWooshSound(); break; default: break; } }
public void SetBuff(bool addBUff, Player.PlayerState state, bool addHp, bool NormalTrigger, bool ignoreEnemy, bool canEat, bool SetNormal) { //playerCom.ReIgnoreCollisionTrigger = true; if (addBUff) { //切换player当前状态 playerCom.currentPlayerState = state; } if (addHp) { //是否加HP if (playerCom.HP < 6) { playerCom.HP++; } Debug.Log("Full HP"); } //是否穿透(同时无视敌人) if (ignoreEnemy) { eye.tag = "Untagged"; } //是否可以吃怪 canEat == true 时可以吃 if (!canEat) { //eatPoint.gameObject.SetActive(false); GameObject.Destroy(eatPoint.GetComponent <Collider2D>()); //Debug.Log("Destroy eatPoint BoxCollider2D"); } //是否需要恢复默认状态 if (SetNormal) { playerCom.setToNormalTrigger = NormalTrigger; } }
void FixedUpdate() { // Drag velocities mRigidbody.velocity = mRigidbody.velocity * 0.9f; mRigidbody.angularVelocity = mRigidbody.angularVelocity * 0.9f; // Apply force if velocity is not maximum if (mRigidbody.velocity.sqrMagnitude < maxSpeed * maxSpeed) { Vector3 force = new Vector3(0.0f, 0.0f, 0.0f); // Find target type Player.PlayerState target = Player.PlayerState.SQUARE; switch (gameObject.tag) { case "Square": target = Player.PlayerState.SQUARE; break; case "Triangle": target = Player.PlayerState.TRIANGLE; break; case "Star": target = Player.PlayerState.STAR; break; default: target = Player.PlayerState.SQUARE; break; } // Check if user still exists if (player != null && (player.transform.position - transform.position).sqrMagnitude < 625.0f && !player.GetComponent <Player>().invisible) { // Force by eletrical charge with player // If same state, gets attracted, else repels (which is stronger) if ((player.GetComponent <Player> ()).GetState() != target) { float aForce = attractionForce; if ((player.GetComponent <Player> ()).GetState() == Player.PlayerState.CIRCLE) { aForce /= 2.0f; } force -= (gameObject.transform.position - player.transform.position).normalized * (aForce / (gameObject.transform.position - player.transform.position).sqrMagnitude); } else { force += (gameObject.transform.position - player.transform.position).normalized * (repelForce / (gameObject.transform.position - player.transform.position).sqrMagnitude); } mRigidbody.AddForce(new Vector2(force.x, force.y)); // Ajust rotation to point where it's going gameObject.transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(new Vector3(0.0f, 0.0f, 1.0f), new Vector3(force.x, force.y, 0.0f)) , alphaRotation); } } // Get light ahead of the body Vector2 scaledVelocity = mRigidbody.velocity / maxSpeed; selfLight.transform.position = gameObject.transform.position + (new Vector3(scaledVelocity.x, scaledVelocity.y, -1.0f)); }
private void OnNewLobbyPlayer(Player.PlayerState playerState) { _lobbyPlayers.Add(playerState); }
public void SubmitPlayerAction(Player.PlayerState playerAction) { ResolveCombat(playerAction); }