Example #1
0
 public void Lower()
 {
     if (riseState != RiseState.Lowered)
     {
         riseState = RiseState.Lowered;
         transform.DOMoveY(endY, 1f);
     }
 }
Example #2
0
 private void SlowlyLower()
 {
     StopCoroutine("SteadilyLowerHead");
     riseState = RiseState.Unlocked;
     Look(Vector2.up * 100f);
     gravityMultiplier = gravityMultiplierStart;
     StartCoroutine("SteadilyLowerHead");
 }
Example #3
0
    private IEnumerator Fall()
    {
        riseState = RiseState.Lowered;
        CancelBob();

        yield return(new WaitForSeconds(1f));

        PlayFallSound();

        while (BodyPosition.y > endY + 1)
        {
            float newY = Mathf.SmoothDamp(BodyPosition.y, endY, ref yVelocity, smoothTime);
            BodyPosition = new Vector2(BodyPosition.x, newY);
            yield return(fixedUpdateTimer);
        }

        Rise(false, 1f, false);
    }
Example #4
0
    public void Rise(bool canFullyRise, float delay = 0, bool canPlaySound = true)
    {
        if (riseState != RiseState.Arisen)
        {
            StopCoroutine("SteadilyLowerHead");

            ResetLook();

            riseState = canFullyRise ? RiseState.Arisen : RiseState.Peeking;

            if (canPlaySound)
            {
                AudioManager.Instance.PlayIn(delay, AudioManager.Instance.awakeSound);
            }
            headTransform.DOLocalMove(canFullyRise ? Vector2.zero : new Vector2(0, endY / 2), .5f).SetDelay(delay);
            transform.DOMoveY(0, 1f).SetDelay(delay);
        }
    }
Example #5
0
 private void SlowlyLower()
 {
     StopCoroutine("SteadilyLowerHead");
     riseState = RiseState.Unlocked;
     Look(Vector2.up * 100f);
     gravityMultiplier = gravityMultiplierStart;
     StartCoroutine("SteadilyLowerHead");
 }
Example #6
0
    private IEnumerator Fall()
    {
        riseState = RiseState.Lowered;
        CancelBob();

        yield return new WaitForSeconds(1f);

        PlayFallSound();

        while(BodyPosition.y > endY + 1)
        {
            float newY = Mathf.SmoothDamp (BodyPosition.y, endY, ref yVelocity, smoothTime);
            BodyPosition = new Vector2(BodyPosition.x, newY);
            yield return fixedUpdateTimer;
        }

        Rise (false, 1f, false);
    }
Example #7
0
    public void Rise(bool canFullyRise, float delay = 0, bool canPlaySound = true)
    {
        if(riseState != RiseState.Arisen)
        {
            StopCoroutine("SteadilyLowerHead");

            ResetLook();

            riseState = canFullyRise ? RiseState.Arisen : RiseState.Peeking;

            if(canPlaySound) AudioManager.Instance.PlayIn(delay, AudioManager.Instance.awakeSound);
            headTransform.DOLocalMove(canFullyRise ? Vector2.zero : new Vector2(0, endY /2), .5f).SetDelay(delay);
            transform.DOMoveY(0, 1f).SetDelay(delay);
        }
    }
Example #8
0
 public void Lower()
 {
     if(riseState != RiseState.Lowered)
     {
         riseState = RiseState.Lowered;
         transform.DOMoveY (endY, 1f);
     }
 }