public override void EnteringState()
    {
        tryBreakContactTime = 0.0f;

        //Set the reflection direction.
        if (JumpDir > 0)
        {
            Owner.MeshController.SetDir(SetMeshFor2D.ReflectDir.Right);

            float     oldVX = Owner.WallslidingParts.WorldVelocity.x;
            RecBounds a     = Owner.ActorBounds;
            Owner.WallslidingParts.Position = new Vector3(a.left, a.center.y,
                                                          Owner.WallslidingParts.Position.z);
        }
        else
        {
            Owner.MeshController.SetDir(SetMeshFor2D.ReflectDir.Left);
            RecBounds a = Owner.ActorBounds;
            Owner.WallslidingParts.Position = new Vector3(a.right, a.center.y, Owner.WallslidingParts.Position.z);
        }

        //Set the animation.
        Owner.Animator.CurrentAnimation = Animations.P_WallSlide;

        //Keep the player flush with the wall.
        Owner.Velocity.x = 0.0f;

        //Make the sliding noise.
        slidingNoise = new FadeLoopNoise(WorldConstants.PlayPhysNoises.GetNoise(PlayerPhysicsNoises.Events.Slide), "Sliding on Wall");
        slidingNoise.StartLoop();
        slidingNoiseMaxVolume = slidingNoise.Loop.GetComponent <ControlledNoise>().MaxVolume;
    }
    public override void AfterFixed()
    {
        //Update running sound.

        if (!StateMachine.WithinError(Owner.Velocity.x, 0.0f, WorldConstants.MinMovementSpeed))
        {
            runningNoise.StartLoop();
        }
        else
        {
            runningNoise.EndLoop();
        }

        if (runningNoise.Running)
        {
            runningNoise.UpdateLoop();
        }


        //Check current wall collisions.

        if (Owner.ColManager.WallSides[ColType.Top].Count == 0)
        {
            Owner.ChangeState(ScriptableObject.CreateInstance <InAirState>(), false);
        }

        if (Owner.ColManager.WallSides[ColType.Left].Count > 0)
        {
            dontPlayEffects = true;
            HitSide(Owner.ColManager.WallSides[ColType.Left][0], ColType.Left);
            dontPlayEffects = false;
        }

        if (Owner.ColManager.WallSides[ColType.Right].Count > 0)
        {
            dontPlayEffects = true;
            HitSide(Owner.ColManager.WallSides[ColType.Right][0], ColType.Right);
            dontPlayEffects = false;
        }


        //Update the correct timing stat.
        Owner.OwnerStats.TimeOnGround += Time.fixedDeltaTime;
    }
    public override void EnteringState()
    {
        Owner.Animator.CurrentAnimation = Animations.P_CeilingSlide;

        originalParticleYSpeed           = Owner.RunningParts.WorldVelocity.y;
        Owner.RunningParts.WorldVelocity = new Vector3(Owner.RunningParts.WorldVelocity.x, 0.0f);

        RecBounds ab = Owner.ActorBounds;

        Owner.RunningParts.Position = new Vector3(ab.center.x, ab.top, Owner.RunningParts.Position.z);

        //Make the sliding noise.
        if (useSlidingNoise)
        {
            slidingNoise = new FadeLoopNoise(WorldConstants.PlayPhysNoises.GetNoise(PlayerPhysicsNoises.Events.Slide), "Sliding on Ceiling");
        }
        else
        {
            slidingNoise = new FadeLoopNoise(WorldConstants.PlayPhysNoises.GetNoise(PlayerPhysicsNoises.Events.Run), "Runnin on Ceiling");
        }

        slidingNoise.StartLoop();
        slidingNoiseMaxVolume = slidingNoise.Loop.GetComponent <ControlledNoise>().MaxVolume;
    }
Example #4
0
 public void StartCheering()
 {
     startedCheering = true;
     backgroundCheering.StartLoop();
 }