Example #1
0
    protected void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space) && this._canInteract)
        {
            _canInteract = false;
            Color c = _spacebar.color;
            c.a             = 0.4f;
            _spacebar.color = c;
            if (_setPoliceOnPoint)
            {
                SetTensionState(GetNextNaturalTensionState(TensionState));
            }
            else
            {
                _setPoliceOnPoint = true;
            }

            if (_indexShow <= _crowdsCanvasGroups.Count - 1)
            {
                _crowdsCanvasGroups[this._indexShow].alpha = 1;
                _crowdsCanvasGroups[this._indexShow].transform.localScale = new Vector3(0, 0, 0);
                _crowdsCanvasGroups[this._indexShow].transform.DOScale(1, 1f).SetEase(Ease.OutBounce);
                _indexShow++;
            }
        }

        _timeSinceInteraction += Time.deltaTime;


        if (TensionState != TensionState.Idle)
        {
            if ((TensionState == TensionState.Pushy && _policeSpawned.Count < 3) || (TensionState == TensionState.Aggression && _policeSpawned.Count < 5) || (TensionState == TensionState.Outbreak && _policeSpawned.Count < 8))
            {
                SpawnPolice();
            }
        }

        if (_timeSinceInteraction > 4 + UnityEngine.Random.value * 4)
        {
            _timeSinceInteraction = 0;

            Vector2 interactionLocation = ((RectTransform)transform).anchoredPosition;

            interactionLocation.x -= 30;
            interactionLocation.x += 60 * UnityEngine.Random.value;
            interactionLocation.y -= 60;
            interactionLocation.y += 120 * UnityEngine.Random.value;


            switch (TensionState)
            {
            case TensionState.Aggression:
                _interactionSystem.TryInteractionMatch(InteractionSystem.InteractionType.Fighting, interactionLocation);
                break;

            case TensionState.Idle:
                // DO NOTHING
                break;

            case TensionState.Pushy:
                _interactionSystem.TryInteractionMatch(InteractionSystem.InteractionType.Pushing, interactionLocation);
                break;

            case TensionState.Outbreak:
                _interactionSystem.TryInteractionMatch(InteractionSystem.InteractionType.Murder, interactionLocation);
                break;
            }
        }
    }