IEnumerator CoroutineLunchAnimation(EnumerationInput input) { string animationToActivate = ""; float timeStart = Time.time; switch (input) { case EnumerationInput.Jump: animationToActivate = LogicAnimationController.jumpParameter; break; case EnumerationInput.Slide: animationToActivate = LogicAnimationController.slideParameter; break; case EnumerationInput.Spear: animationToActivate = LogicAnimationController.spearParameter; break; } this.animator.SetBool(jumpParameter, false); this.animator.SetBool(spearParameter, false); this.animator.SetBool(slideParameter, false); if (!animationEnforce) { this.animator.SetBool(animationToActivate, true); do { yield return(null); } while (Time.time < timeStart + 0.30f); this.animator.SetBool(animationToActivate, false); } }
internal EnumerationInput GetAnimationRunning() { AnimatorStateInfo currentState = this.animator.GetCurrentAnimatorStateInfo(0); int myCurrentState = currentState.fullPathHash; EnumerationInput myInputPlaying = EnumerationInput.Run; if (myCurrentState == this.SpearState) { myInputPlaying = EnumerationInput.Spear; } if (myCurrentState == this.JumpState) { myInputPlaying = EnumerationInput.Jump; } if (myCurrentState == this.SlideState) { myInputPlaying = EnumerationInput.Slide; } if (animationEnforce) { myInputPlaying = EnumerationInput.Enforce; } return(myInputPlaying); }
internal void Enforce() { EnumerationInput current = this.GetAnimationRunning(); if (!animationEnforce) { if (current == EnumerationInput.Run) { this.animationEnforce = true; this.StartCoroutine("CoroutineEnforce"); } } }
public void AddObstacle(EnumerationInput obstacle) { GameObject obstacleAdded = null; string RunFolder = "Obstacles/ObstacleRun"; switch (obstacle) { case EnumerationInput.Run: obstacleAdded = Instantiate(Resources.Load(RunFolder)) as GameObject; break; case EnumerationInput.Jump: if (debugNoJump) { obstacleAdded = Instantiate(Resources.Load(RunFolder)) as GameObject; } else { obstacleAdded = Instantiate(Resources.Load("Obstacles/ObstacleJump")) as GameObject; } break; case EnumerationInput.Slide: if (debugNoSlide) { obstacleAdded = Instantiate(Resources.Load(RunFolder)) as GameObject; } else { obstacleAdded = Instantiate(Resources.Load("Obstacles/ObstacleSlide")) as GameObject; } break; case EnumerationInput.Enforce: if (debugNoEnforce) { obstacleAdded = Instantiate(Resources.Load(RunFolder)) as GameObject; } else { obstacleAdded = Instantiate(Resources.Load("Obstacles/ObstacleEnforce")) as GameObject; } break; case EnumerationInput.Spear: if (debugNoSpear) { obstacleAdded = Instantiate(Resources.Load(RunFolder)) as GameObject; } else { obstacleAdded = Instantiate(Resources.Load("Obstacles/ObstacleSpear")) as GameObject; } break; } if (this.Obstacles.Count == 0) { obstacleAdded.transform.position = Vector3.zero; } else { obstacleAdded.transform.position = new Vector3(this.lenghtObstacle * this.Obstacles.Count, 0); } this.Obstacles.Add(obstacleAdded); }
public void AddObstacle() { EnumerationInput myRandomObstacle = (EnumerationInput)UnityEngine.Random.Range(0, 4); this.AddObstacle(myRandomObstacle); }