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