public void BassOn()
 {
     _bassState = BassState.On;
 }
 public void BassOff()
 {
     _bassState = BassState.Off;
 }
Example #3
0
 public void BassOff()
 {
     _bassState = BassState.Off;
 }
Example #4
0
    public void ChangeState(BassState state)
    {
        Debug.Log("ChangeState" + bassState.ToString() + " →" + state.ToString());
        switch (state)
        {
        case BassState.Result:
            GameController.Instance.ChangeStateTo(GameMode.Result);
            break;

        case BassState.Stay:
            if (bassState == BassState.Back)
            {
                VisibleBass(false);
                isAttentioned = false;
                CreateTerritory(parameters.range);
                useObstacleAvoidance = false;
                delayEvery           = 0.0f;
                //start at still
                SetMinMaxSpeed(0.01f, 0.03f, 2.0f, 5.0f);
                isReachedMovePosition = true;
                //dont use delayStill
                delayStill = Random.Range(2.0f, 6.0f);
                //dont use delatReached
                delayReached = 0.0f;
                //set offset to float up down
                positionOffset         = GetRandomFloatingPosition();
                howLongToDetectReached = (Constants.BassBihaviour.posOffsetWhenScaleOne * transform.lossyScale.x) / 2.0f;
            }
            else
            {
                Debug.Log("Inpossible State Change");
                return;
            }
            break;

        case BassState.Chase:
            if (bassState == BassState.Stay)
            {
                GameController.Instance.BassIsChasing(true, gameObject.transform);
                SetMinMaxSpeed(0.05f, 0.1f, 7.0f, 20.0f);
                prevMove = LureController.Instance.appeal.moveState;
                howLongToDetectReached = Random.Range(Constants.BassBihaviour.minDistanceWhenChaseScaleOne, Constants.BassBihaviour.maxDistanceWhenChaseScaleOne) * transform.lossyScale.x;
                GetNewPoint(LureController.Instance.gameObject.transform.position, true, true, 0.0f, 4.0f, 0.0f);
                ZeroElapsedTime();
                delayReached = 0.5f;
                isUpState    = IsUpstate(true);
                SetChusenKakuritu();


                keikaTime     = 0.0f;
                isJustReeling = true;
            }
            else
            {
                Debug.Log("Inpossible State Change");
                return;
            }
            break;

        case BassState.Bite:
            if (bassState != BassState.Stay && bassState != BassState.Chase && bassState != BassState.Bite)
            {
                Debug.Log("Inpossible State Change");
                return;
            }
            else
            {
                GameController.Instance.BassIsChasing(true, gameObject.transform);
                SetMinMaxSpeed(0.05f, 0.1f, 7.0f, 20.0f);
                howLongToDetectReached = transform.lossyScale.x;
                GetNewPoint(LureController.Instance.gameObject.transform.position, true, true, 0.0f, 4.0f, 0.0f);
                ZeroElapsedTime();
                delayReached = 0.0f;
                delayEvery   = 20.0f;
            }
            break;

        case BassState.Fight:
            if (bassState != BassState.Bite)
            {
                Debug.Log("Inpossible State Change");
                return;
            }
            else
            {
                SetMinMaxSpeed(0.05f, 0.1f, 7.0f, 20.0f);
                isJumping  = false;
                stamina2   = parameters.stamina;
                delayEvery = 0.0f;
                //animator.SetTrigger("bite");

                if (LureController.Instance.mover.IsOnSuimen())
                {
                    WaterController.Instance.SplashAt(transform.position, transform.localScale.x);
                    AudioController.Play("bite");
                    isReachedMovePosition = false;
                    fightState            = FightState.Tukkomi;
                }
                else
                {
                    if (parameters.KASSEILEVEL > 0.3f)
                    {
                        if (Random.value <= parameters.KASSEILEVEL)
                        {
                            if (Random.value < 0.5f)
                            {
                                anime.OneShotAnime("SwimReturnBack");
                            }
                            else
                            {
                                isReachedMovePosition = false;
                                fightState            = FightState.Tukkomi;
                            }
                        }
                        else
                        {
                            isReachedMovePosition = false;
                            fightState            = FightState.NotFoocked;
                        }
                    }
                    else
                    {
                        isReachedMovePosition = false;
                        fightState            = FightState.NotFoocked;
                    }
                }
                delayReached = 1.0f;
                if (transform.localScale.x > 1.0f)
                {
                    dragPower = 0.01f;
                }
                else
                {
                    dragPower = 0.01f + ((1.0f - transform.localScale.x) * 0.04f);
                }
                anime.OneShotAnime("bite");
                delayStill = 0.5f;
                GameController.Instance.ChangeStateTo(GameMode.Fight);
                LureController.Instance.gameObject.SetActive(false);
                LureController.Instance.gameObject.transform.parent        = rureFoockPosition;
                LureController.Instance.gameObject.transform.localPosition = Vector3.zero;
            }
            break;

        case BassState.Back:
            if (bassState == BassState.Stay || bassState == BassState.Back)
            {
                Debug.Log("Inpossible State Change");
                return;
            }
            else
            {
                howLongToDetectReached = (Constants.BassBihaviour.posOffsetWhenScaleOne * transform.lossyScale.x) / 2.0f;
                delayReached           = 0.0f;
                delayStill             = 0.0f;
                delayEvery             = 10.0f;
                useObstacleAvoidance   = false;
                GetNewPoint(parameters.spawnedPosiion, true, true, Random.Range(0.3f, 0.5f), 4.0f, 0.0f);
            }
            break;
        }
        if (timeEvery != 0.0f)
        {
            timeEvery = 0.0f;
        }
        ZeroElapsedTime();
        bassState = state;
    }
Example #5
0
 public void BassOn()
 {
     _bassState = BassState.On;
 }