Example #1
0
    private void Update()
    {
        if (PauseGame.IsPaused() || !isSpawning || StartOnAwake)
        {
            return;
        }

        switch (currentState)
        {
        case State.NewRound:
            StartNewRound();
            break;

        case State.Playing:
            Play();
            break;

        case State.Paused:
            WaitForClear();
            break;

        case State.GameOver:
            //                Debug.Log("GameOver!");
            break;
        }

        if (spawnQue.Count > 0 && spawnTimer <= 0)
        {
            SpawnTest();
        }
        else if (spawnTimer > 0)
        {
            spawnTimer -= Time.deltaTime;
        }
    }
Example #2
0
    public virtual void UpdateState(Vector3 target, float xDegree, bool isMoving)
    {
        if (PauseGame.IsPaused())
        {
            return;
        }

        this.target    = target;
        xDeg           = xDegree;
        isTargetMoving = isMoving;

        if (!transitioning)
        {
            return;
        }

        if (transitionTimeHolder >= 1)
        {
            transitioning = false;
            return;
        }

        tempYPositionOffset    = Mathf.SmoothStep(tempYPositionOffset, yPositionOffset, transitionTimeHolder);
        tempXAngleOffset       = Mathf.LerpAngle(tempXAngleOffset, xAngleOffset, transitionTimeHolder);
        tempZoomDistancecIdle  = Mathf.SmoothStep(tempZoomDistancecIdle, zoomDistance.x, transitionTimeHolder);
        tempZoomDistanceMoving = Mathf.SmoothStep(tempZoomDistanceMoving, zoomDistance.y, transitionTimeHolder);

        transitionTimeHolder += Time.deltaTime * transitionStep;
    }
Example #3
0
    // Update is called once per frame
    void Update()
    {
        if (PauseGame.IsPaused())
        {
            return;
        }

        _bloomer.intensity.value      = Mathf.Lerp(minBloom, maxBloom, _lerpInCurve.Evaluate(BeatManager.GetTimeToQuarterNote()));
        _exposure.fixedExposure.value = Mathf.Lerp(minExposure, maxExposure, _lerpInCurve.Evaluate(BeatManager.GetTimeToQuarterNote()));
    }
Example #4
0
    private void Update()
    {
        if (PauseGame.IsPaused())
        {
            return;
        }

        Machine.Update();
        CheckIfInBounds();
    }
Example #5
0
    private bool EverythingWorks()
    {
        if (!target)
        {
            return(false);
        }
        if (PauseGame.IsPaused())
        {
            return(false);
        }

        if (gameOver)
        {
            return(false);
        }

        return(true);
    }
    // Update is called once per frame
    void Update()
    {
        if (!_lerping || PauseGame.IsPaused())
        {
            return;
        }

        float value = _timer <= _lerpInTime
            ? _lerpInCurve.Evaluate(_timer / _lerpInTime)
            : _lerpOutCurve.Evaluate((_timer - _lerpInTime) / _lerpOutTime);

        _renderer.material.SetFloat("_" + _paramaterName, value);

        _timer += Time.deltaTime;

        if (_timer >= _lerpInTime + _lerpOutTime)
        {
            _lerping = false;
            _timer   = 0;
            _renderer.material.SetFloat("_" + _paramaterName, 0);
        }
    }
Example #7
0
    void Update()
    {
        if (PauseGame.IsPaused() || GameManager.CurrentState is CinematicState)
        {
            return;
        }

        Move();
        movementMachine.Update();

        movementMachine.GetState <PlayerDashState>().Cooldowns();

        CheckIfInBounds();

        if (Time.time - lastDamagedTime >= RegenTime && !(movementMachine.CurrentState is PlayerDeathState) && CurrentHP < MaxHP)
        {
            lifeTickTimer += Time.deltaTime;
            if (lifeTickTimer >= LifeTick)
            {
                CurrentHP++;
                lifeTickTimer -= LifeTick;
            }
        }
    }