public void LeaveDancer(GameObject dancer) { Vector3 dancerExit = GetDancerExit(); DancerState dancerStateComp = dancer.GetComponent <DancerState>(); dancerStateComp.SetState(GameEnums.DancerStateNames.Leaving); dancerStateComp.MoveToDestination(dancerExit); DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); dancerMoodComp.PlayWalkAnimation(); }
public void SpawnDancerAtDestiny(Vector3 position, GameObject dancerPrefab) { GameObject dancer = Instantiate(dancerPrefab, position, Quaternion.identity); DancerState dancerStateComp = dancer.GetComponent <DancerState>(); dancerStateComp.SetState(GameEnums.DancerStateNames.Dancing); dancerStateComp.manager = this; DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); dancerMoodComp.manager = this; dancerMoodComp.enabled = true; dancers.Add(dancer); }
public void SpawnDancerAtDestiny() { if (dancers.Count < MAX_DANCERS) { Vector3 dancerDestination = GetDancingSpot(); GameObject randomDancer = GetRandomDancer(); GameObject dancer = Instantiate(randomDancer, dancerDestination, Quaternion.identity); DancerState dancerStateComp = dancer.GetComponent <DancerState>(); dancerStateComp.SetState(GameEnums.DancerStateNames.Dancing); dancerStateComp.manager = this; DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); dancerMoodComp.manager = this; dancerMoodComp.enabled = true; dancers.Add(dancer); } }
public void SpawnDancer() { if (dancers.Count < MAX_DANCERS) { Vector3 dancerEntrance = GetDancerEntrance(); Vector3 dancerDestination = GetDancingSpot(); GameObject randomDancer = GetRandomDancer(); GameObject dancer = Instantiate(randomDancer, dancerEntrance, Quaternion.identity); DancerState dancerStateComp = dancer.GetComponent <DancerState>(); dancerStateComp.SetState(GameEnums.DancerStateNames.Created); dancerStateComp.MoveToDestination(dancerDestination); dancerStateComp.manager = this; DancerMood dancerMoodComp = dancer.GetComponent <DancerMood>(); dancerMoodComp.manager = this; dancerMoodComp.PlayWalkAnimation(); dancers.Add(dancer); } }