public void StopCountdown() { current_time = 0.0f; active = false; state = 1; // Audio.ChangeState("PuzzleCountDownState", "State1"); //audio = GetComponent<CompAudio>(); audio.StopEvent("StartPuzzleCountdown"); }
public virtual void CheckHealth(float curr_hp, float max_hp, string breath_name) { //If HP is lower than 30% of max hp, play breathing ad heartbeat audio if (play_breathing_audio) { if ((curr_hp / max_hp * 100) <= 30.0f && currently_playing_b_audio == false) { PlayFx(breath_name); PlayFx("PlayHeartbeat"); currently_playing_b_audio = true; Debug.Log("PLAY AUDIO: " + breath_name, Department.PLAYER, Color.BLUE); } else if ((curr_hp / max_hp * 100) >= 30.0f && currently_playing_b_audio == true) { audio.StopEvent("DaenerysBreathing"); audio.StopEvent("TheonBreathing"); audio.StopEvent("JaimeBreathing"); audio.StopEvent("PlayHeartbeat"); currently_playing_b_audio = false; Debug.Log("STOP AUDIO: " + breath_name, Department.PLAYER, Color.BLUE); } play_breathing_audio = false; } if (force_audio) { //STOP ALL PREVIOUS SOUNDS audio.StopEvent("DaenerysBreathing"); audio.StopEvent("TheonBreathing"); audio.StopEvent("JaimeBreathing"); audio.StopEvent("PlayHeartbeat"); currently_playing_b_audio = false; if ((curr_hp / max_hp * 100) <= 30.0f) { PlayFx(breath_name); PlayFx("PlayHeartbeat"); currently_playing_b_audio = true; Debug.Log("PLAY AUDIO: " + breath_name, Department.PLAYER, Color.BLUE); } force_audio = false; } }
void Update() { //-- TMP: Debug ----- /* if(on_lever_animation && anim_controller.IsAnimationStopped(lever_animation_name)) * { * OnLeverAnimFinish(); * }*/ //-- Lever Triggered ----- if (on_lever_range && !active_lever && !on_lever_animation) { //TODO: Change to GetKey_Action if (Input.GetInput_KeyDown("Interact", "Player")) { //Reset other puzzles if exists to avoid audio conflicts if (other_lever_1 != null) { other_lever_1.GetComponent <Lever>().ResetPuzzle(); other_lever_1.GetComponent <PuzzleCountdown>().StopCountdown(); } if (other_lever_2 != null) { other_lever_2.GetComponent <Lever>().ResetPuzzle(); other_lever_2.GetComponent <PuzzleCountdown>().StopCountdown(); } SetOrientationVectors(); OnLeverActivated(); GetComponent <CompAudio>().PlayEvent("Lever"); lever_interact.SetActive(false); } } //--------------------- if (on_lever_animation) { anim_controller = lever_go.GetComponent <CompAnimation>(); if (anim_controller != null) { if (anim_controller.IsAnimationStopped(lever_animation_name)) { // The lever animation has stopped so puzzle must start. OnLeverAnimFinish(); } } } if (active_lever) { if (!phase1) // Set info all barrels { SetInfo(line1, 0); SetInfo(line2, 1); SetInfo(line3, 2); SetInfo(line4, 3); SetInfo(line5, 4); SetInfo(line6, 5); phase1 = true; } if (!phase2) // Move barrels mode.PUZZLE { MoveBarrels(line1); MoveBarrels(line2); MoveBarrels(line3); MoveBarrels(line4); MoveBarrels(line5); MoveBarrels(line6); phase3 = true; phase2 = true; phase_wait = true; time = Time.realtimeSinceStartup + delay_second_mode; audio.PlayEvent("Chain"); MoveChains(true); } if (phase_wait) // wait to move the other mode { // Wait delay to move other barrels float time_transcured = Time.realtimeSinceStartup; if (time_transcured >= time) { phase3 = false; phase_wait = false; } } if (!phase3) // Move barrels mode.FILLING { MoveBarrels(line1, true); MoveBarrels(line2, true); MoveBarrels(line3, true); MoveBarrels(line4, true); MoveBarrels(line5, true); MoveBarrels(line6, true); phase3 = true; editmap = true; } if (fill_barrel != null && fill_barrel.IsPlaced() == true) { if (editmap) { audio.StopEvent("Chain"); SetPathWalkable(0, 3); editmap = false; countdown.StartCountdown(); MoveChains(false); } else if (countdown.IsCountdownOver()) { ResetPuzzle(); } } } }