Example #1
0
    public void FixedUpdateState(Astronaut.State s)
    {
        switch (state)
        {
        case State.WALKING:
            Vector3 t = new Vector3(target.x, target.y, transform.position.z);
            Vector3 d = (t - transform.position).normalized;
            transform.right     = d;
            transform.position += d * Time.deltaTime * walkSpeed;

            if (Vector2.Distance(t, new Vector2(transform.position.x, transform.position.y)) < 0.2f)
            {
                EnterState(State.IDLE);
                if (arrived != null)
                {
                    arrived.Invoke();
                }
            }
            break;

        case State.FLOATING:
            transform.Rotate(Vector3.forward * Time.deltaTime * floatingRotationSpeed);
            break;

        case State.DROPPED:
            transform.Rotate(Vector3.forward * Time.deltaTime * droppedRotationSpeed);
            transform.position += new Vector3(dir.x, dir.y, 0f) * Time.deltaTime * 1f;
            break;
        }
    }
Example #2
0
    public void UpdateState(Astronaut.State s)
    {
        switch (state)
        {
        case State.ONBOARD:
            break;

        case State.FLOATING:
            break;

        case State.DROPPED:
            break;
        }
    }
Example #3
0
    public void ExitState(Astronaut.State s)
    {
        switch (state)
        {
        case State.ONBOARD:
            foreach (SpriteRenderer sr in body)
            {
                sr.gameObject.SetActive(true);
            }
            head.transform.localScale = new Vector3(0.05f, 0.05f, 1f);
            break;

        case State.FLOATING:
            break;

        case State.DROPPED:
            break;
        }
    }
Example #4
0
    public void EnterState(Astronaut.State s)
    {
        ExitState(state);
        state = s;
        switch (state)
        {
        case State.ONBOARD:
            bubble.enabled = false;
            anim.Play("A_Astro_Idle");
            foreach (SpriteRenderer sr in body)
            {
                sr.gameObject.SetActive(false);
            }
            head.transform.localScale = new Vector3(0.075f, 0.075f, 1f);
            head.sprite = Library.i.expressions[0];
            break;

        case State.FLOATING:
            bubble.enabled = true;
            anim.Play("A_Astro_Flying");
            head.sprite = Library.i.expressions[1];
            break;

        case State.DROPPED:
            anim.Play("A_Astro_Flying");
            bubble.enabled = true;
            shuttle        = null;
            Woofer.i.Play("falling");
            dir         = new Vector2(Random.Range(-1f, 1f), Random.Range(0f, -1f));
            head.sprite = Library.i.expressions[2];
            break;

        case State.WALKING:
            anim.Play("A_Astro_Walking");
            head.sprite = Library.i.expressions[3];
            break;

        case State.IDLE:
            anim.Play("A_Astro_Idle");
            head.sprite = Library.i.expressions[0];
            break;
        }
    }