private IEnumerator Jump(Collider colliderToJump) { // If collider to specific obstace is already disabled, exit coroutine if (colliderToJump.enabled == false) { yield break; } Debug.Log("start jump coroutine"); jumpInProgress = true; colliderToJump.enabled = false; horse.horseRidingBehavior.ignorePlayerInput = true; //if (jumpInProgress) { // anim.Play("Jump", -1, 0); //} horse.horseAnimator.SetBool("Jump", true); yield return(new WaitForSeconds(1f)); horse.horseAnimator.SetBool("Jump", false); yield return(new WaitForSeconds(2f)); currentHorseGait = horseGait.CANTER; horse.horseRidingBehavior.ignorePlayerInput = false; colliderToJump.enabled = true; jumpInProgress = false; Debug.Log("end jump coroutine"); }
private horseGait DecreaseGaitByOne() { horseGait result = horseBehaviour.currentHorseGait - 1; if (result < horseGait.STAND) { result = horseGait.STAND; } Debug.Log("decrease gait, old: " + horseBehaviour.currentHorseGait + " new: " + result); return(result); }
private horseGait IncreaseGaitByOne() { horseGait result = horseBehaviour.currentHorseGait + 1; if ((int)result > 3) { result = horseGait.CANTER; } Debug.Log("increase gait, old: " + horseBehaviour.currentHorseGait + " new: " + result); return(result); }
public void RidingHorse(bool mountUp) { if (mountUp) { ChangeState(horseState.RIDING); navMeshAgent.enabled = false; } else { navMeshAgent.enabled = true; horse.horseAnimator.SetBool("Still", false); currentHorseGait = horseGait.STAND; ChangeState(horseState.IDLE); } }
public void PutHorseOnLead(bool onLead) { if (onLead) { ChangeState(horseState.ONLEAD); navMeshAgent.enabled = false; } else { navMeshAgent.enabled = true; horse.horseAnimator.SetBool("Still", false); currentHorseGait = horseGait.STAND; ChangeState(horseState.IDLE); } }