Example #1
0
 public void ExitField()
 {
     fEye.Open();
     fPlayer.RecenterView();
     EnterBedroom((b) => b.ConnectToKitchen());
     AdvancePast(Step.Exit1);
     fPlayer.SetPhoneTime("2:33 AM");
 }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        float horizontal = Input.GetAxis(m_Horizontal);
        float vertical   = Input.GetAxis(m_Vertical);
        bool  trigger    = (Input.GetAxis(m_Trigger) > 0.1f || Input.GetButton(m_AltTrigger));

        //Check if the player is idle
        if (vertical != 0 || trigger)
        {
            m_IdleTimeoutRemaining = m_IdleTimeout;
        }
        else
        {
            m_IdleTimeoutRemaining -= Time.deltaTime;
        }

        if (!m_TargetEye && m_IdleTimeoutRemaining > 0.0f)
        {
            // OPEN The player is not idle, find an eye to use
            m_TargetEye = m_PlayerManager.GetEye();
            m_TargetEye.transform.parent = transform;
            m_TargetEye.SetColor(m_Colour);
            m_TargetEye.Open();
        }
        else if (m_TargetEye && !m_TargetEye.isClosing && m_IdleTimeoutRemaining <= 0)
        {
            // START CLOSING The player is idle, close and release the eye
            m_TargetEye.Close();
        }
        else if (m_TargetEye && m_TargetEye.isClosing && m_IdleTimeoutRemaining > 0.0f)
        {
            // INTERRUPT CLOSING if the eye is closing and the player provides input, cancel the close
            m_TargetEye.Open();
        }
        else if (m_TargetEye && m_TargetEye.isClosed)
        {
            // REMOVE EYE if the eye is finished closing, clean it up
            m_PlayerManager.ReturnEye(m_TargetEye);
            m_TargetEye = null;
        }

        if (m_TargetEye)
        {
            m_TargetEye.SetInput(horizontal, vertical);
            if (trigger)
            {
                m_TargetEye.Fire();
            }
        }
    }
Example #3
0
    // Update is called once per frame
    void Update()
    {
        float horizontal = Input.GetAxis(m_Horizontal);
        float vertical = Input.GetAxis(m_Vertical);
        bool trigger = (Input.GetAxis(m_Trigger) > 0.1f || Input.GetButton(m_AltTrigger));

        //Check if the player is idle
        if (vertical != 0 || trigger)
        {
            m_IdleTimeoutRemaining = m_IdleTimeout;
        }
        else
        {
            m_IdleTimeoutRemaining -= Time.deltaTime;
        }

        if(!m_TargetEye && m_IdleTimeoutRemaining > 0.0f)
        {
            // OPEN The player is not idle, find an eye to use
            m_TargetEye = m_PlayerManager.GetEye();
            m_TargetEye.transform.parent = transform;
            m_TargetEye.SetColor(m_Colour);
            m_TargetEye.Open();
        }
        else if (m_TargetEye && !m_TargetEye.isClosing && m_IdleTimeoutRemaining <= 0)
        {
            // START CLOSING The player is idle, close and release the eye
            m_TargetEye.Close();
        }
        else if (m_TargetEye && m_TargetEye.isClosing && m_IdleTimeoutRemaining > 0.0f)
        {
            // INTERRUPT CLOSING if the eye is closing and the player provides input, cancel the close
            m_TargetEye.Open();
        }
        else if (m_TargetEye && m_TargetEye.isClosed)
        {
            // REMOVE EYE if the eye is finished closing, clean it up
            m_PlayerManager.ReturnEye( m_TargetEye );
            m_TargetEye = null;
        }

        if (m_TargetEye)
        {
            m_TargetEye.SetInput(horizontal, vertical);
            if (trigger)
            {
                m_TargetEye.Fire();
            }
        }
    }