public void TicklesLetter() { m_Tickle = true; m_LetterObjectView.SetState(LLAnimationStates.LL_tickling); ColorTickleConfiguration.Instance.Context.GetAudioManager().PlaySound(Sfx.LL_Laugh); }
private void SetIsJumping() { letterObjectView.SetState(LLAnimationStates.LL_still); shadow.transform.parent = null; jumpCoroutine = Jump(); StartCoroutine(jumpCoroutine); }
void Start() { IInputManager inputManager = MixedLettersConfiguration.Instance.Context.GetInputManager(); inputManager.onPointerDown += OnPointerDown; inputManager.onPointerDrag += OnPointerDrag; inputManager.onPointerUp += OnPointerUp; //cameraDistance = Vector3.Distance(Camera.main.transform.position, transform.position); letterObjectView.SetState(LLAnimationStates.LL_still); letterObjectView.SetState(LLAnimationStates.LL_limbless); }
private void LoseLife() { //--TODO maybe this can be better if the LL controller handles all the LL states rather than just the hits if (game.anturaController.anturaState != AnturaContollerState.BARKING) //if the life loss wasn't caused inside Antura disruption { game.anturaController.ForceAnturaToGoBack(); //we tickled the letter, antura turn back } else //if it was we need also to overwrite the LL tickling animation { m_LetterObjectView.SetState(LLAnimationStates.LL_walking); //keep running in fear instead of tickling } //-- m_Lives--; game.gameUI.SetLives(m_Lives); }
void Start() { LL.SetState(LLAnimationStates.LL_rocketing); LLParent = ragdoll.transform.parent; isFleeing = false; characterIsMoving = false; characterWayPoints = new List <Vector3>(); GetComponent <Collider>().enabled = false; foreach (Collider _collider in rocket.GetComponentsInChildren <Collider>()) { _collider.enabled = false; } }
public void Start() { cameraDistance = Mathf.Abs(Camera.main.transform.position.z - transform.position.z); baseRotation = transform.rotation.eulerAngles; keepSpinning = spinEnabled; LLPrefab.SetState(LLAnimationStates.LL_hanging); RandomizeSpin(); //RandomizeAnimation(); }
/// <summary> /// Move the object from the current position to the final destination withe the setted speed. /// </summary> /// <param name="v3Destination">The final world position</param> private void MoveTo(Vector3 v3Destination) { Vector3 _v3MaxMovement = v3Destination - gameObject.transform.position; Vector3 _v3PartialMovement = _v3MaxMovement.normalized * m_fMovementSpeed * Time.deltaTime; if (_v3PartialMovement.sqrMagnitude >= _v3MaxMovement.sqrMagnitude) //if we reached the destination { //position on the destination //gameObject.transform.position = v3Destination; gameObject.transform.Translate(_v3MaxMovement, Space.World); m_bMovingToDestination = false; //change animation and play sound m_oLetter.SetWalkingSpeed(0); m_oLetter.SetState(m_eAnimationOnDestReached); //AudioManager.I.PlayLetter(m_oLetter.Data.Id); if (OnDestinationReached != null) //launch event { OnDestinationReached(); } } else //make the progress for this frame { m_oLetter.SetWalkingSpeed(1); m_oLetter.SetState(m_eAnimationOnMoving); gameObject.transform.Translate(_v3PartialMovement, Space.World); if (_v3MaxMovement.sqrMagnitude == 0) { gameObject.transform.rotation = Quaternion.RotateTowards(gameObject.transform.rotation, Quaternion.LookRotation(Vector3.back), m_fRotationSpeed * Time.deltaTime); } else { gameObject.transform.rotation = Quaternion.RotateTowards(gameObject.transform.rotation, Quaternion.LookRotation(_v3MaxMovement), m_fRotationSpeed * Time.deltaTime); } //gameObject.transform.position += _v3PartialMovement; //m_bMovingToDestination = true; } }
private IEnumerator LookTowardsAnturaCoroutine() { yield return(new WaitForSeconds(0.1f)); letterObjectView.SetState(LLAnimationStates.LL_still); float targetAngle = 180 + 80 * (AnturaController.instance.LastEnteredFromTheLeft ? 1 : -1); float timeElapsed = 0; float sinFactor = 2 * Mathf.PI * Mathf.Pow(LOOK_TOWARDS_ANTURA_TIME * 4, -1); while (timeElapsed < LOOK_TOWARDS_ANTURA_TIME) { transform.rotation = Quaternion.Euler(0, Mathf.Lerp(180, targetAngle, Mathf.Sin(sinFactor * timeElapsed)), 0); timeElapsed += Time.fixedDeltaTime; yield return(new WaitForFixedUpdate()); } letterObjectView.DoSmallJump(); }
public void Reset(bool stopCO = true) { if (stopCO) { StopAllCoroutines(); } rainbowJet.SetActive(false); if (game.gameActive) { status = LLStatus.None; LLController.Falling = false; LLController.SetState(LLAnimationStates.LL_still); gotSuitcase = false; LLController.transform.rotation = startingRotation; transform.position = startingPosition; fallOffX = fallOffPoint.position.x; midPointX = midPoint.position.x; passedMidPoint = false; turnAngle = facingCamera ? 180 : 0; gameObject.SetActive(true); gameObject.GetComponent <SphereCollider>().enabled = true; // enable feet collider bodyCollider.enabled = false; // disable body collider showLLMesh(true); } }
/// <summary> /// play animation passed by param /// </summary> /// <param name="_animation"> animation to play </param> public void PlayAnimation(LLAnimationStates _animation) { mLetter.SetState(_animation); }
void PlayAnimation() { letterObjectView.SetState(LLAnimationStates.LL_dancing); }
private void AnturaReachedLetter() { m_LetterObjectView.SetState(LLAnimationStates.LL_still); m_LetterObjectView.HasFear = true; m_LetterObjectView.Crouching = true; }
public void PlayIdleAnimation() { letter.SetState(LLAnimationStates.LL_idle); livingLetterTransform.localPosition = normalPosition; }
void PlayIdleAnimation() { letterObject.SetState(LLAnimationStates.LL_idle); }
void Update() { letter.HasFear = fear; letter.SetWalkingSpeed(walkSpeed); letter.SetDancingSpeed(danceSpeed); if (doTransition) { doTransition = false; letter.SetState(targetState); } if (doHooray) { doHooray = false; letter.DoHorray(); } if (doAngry) { doAngry = false; letter.DoAngry(); } if (doHighFive) { doHighFive = false; letter.DoHighFive(); } if (onJumpStart) { onJumpStart = false; letter.OnJumpStart(); } if (onJumpMiddle) { onJumpMiddle = false; letter.OnJumpMaximumHeightReached(); } if (onJumpEnd) { onJumpEnd = false; letter.OnJumpEnded(); } if (doSmallJump) { doSmallJump = false; letter.DoSmallJump(); } if (doDanceWin) { doDanceWin = false; letter.DoDancingWin(); } if (doDanceLose) { doDanceLose = false; letter.DoDancingLose(); } if (doTwirl) { doTwirl = false; letter.DoTwirl(() => { Debug.Log("BACK!"); }); } if (doToggleDance) { doToggleDance = false; letter.ToggleDance(); } }
private IEnumerator Walk_Coroutine(WalkParameters parameters) { isWalking = true; var from = parameters.from; var to = parameters.to; var rotation = parameters.rotation; var duration = parameters.duration; var delay = parameters.delay; var walkAnimation = parameters.walkAnimation; var walkSpeed = parameters.walkSpeed; var afterWalkAnimation = parameters.afterWalkAnimation; var afterWalkSpeed = parameters.afterWalkSpeed; var speak = parameters.speak; var rotateAfterWalk = parameters.rotateAfterWalk; var afterWalkRotation = parameters.afterWalkRotation; if (delay > 0) { yield return(new WaitForSeconds(delay)); } transform.rotation = Quaternion.Euler(rotation); //animator.SetTrigger(walkAnimation); LLPrefab.SetState(walkAnimation); LLPrefab.SetWalkingSpeed(walkSpeed); var interpolant = 0f; var lerpProgress = 0f; var lerpLength = duration; while (lerpProgress < lerpLength) { transform.localPosition = Vector3.Lerp(from, to, interpolant); lerpProgress += Time.deltaTime; interpolant = lerpProgress / lerpLength; interpolant = Mathf.Sin(interpolant * Mathf.PI * 0.5f); yield return(new WaitForFixedUpdate()); } //animator.SetTrigger(afterWalkAnimation); LLPrefab.SetState(afterWalkAnimation); LLPrefab.SetWalkingSpeed(afterWalkSpeed); if (speak) { yield return(new WaitForSeconds(0.25f)); // Dirty Hack to fix an audio synch bug while (MakeFriendsGame.Instance.IsIntroducingLetter) { yield return(null); } MakeFriendsGame.Instance.IsIntroducingLetter = true; var audioSource = SpeakWord(); while (!audioSource.IsLoaded) { yield return(null); } while (audioSource.IsPlaying) { yield return(null); } MakeFriendsGame.Instance.IsIntroducingLetter = false; yield return(new WaitForSeconds(0.25f)); MakeFriendsGame.Instance.SpokenWords++; } if (rotateAfterWalk) { var initialRotation = transform.rotation.eulerAngles; var finalRotation = afterWalkRotation; var rotationInterpolant = 0f; var rotationLerpProgress = 0f; var rotationLerpLength = 0.5f; while (rotationLerpProgress < rotationLerpLength) { transform.rotation = Quaternion.Euler(Vector3.Lerp(initialRotation, finalRotation, rotationInterpolant)); rotationLerpProgress += Time.deltaTime; rotationInterpolant = rotationLerpProgress / rotationLerpLength; rotationInterpolant = Mathf.Sin(rotationInterpolant * Mathf.PI * 0.5f); yield return(new WaitForFixedUpdate()); } } isWalking = false; }
void Start() { LL.Init(AppManager.I.Teacher.GetAllTestLetterDataLL().GetRandom()); LL.SetState(LLAnimationStates.LL_rocketing); LL.Horraying = true; }
void Start() { letter = GetComponent <LivingLetterController>(); letter.SetState(LLAnimationStates.LL_rocketing); }