Example #1
0
    IEnumerator GoToActionAnim(Node node, MoveStatus status = MoveStatus.rock, Rock rock = null, bool hit = false, Node rockMoveTo = null)
    {
        m_animated = true;

        //float dst;
        bool  jumping = false;
        float jumpAt  = 0;

        totalDst++;
        bool inLoseAnim = false;

        m_transform.rotation = Quaternion.LookRotation((node.worldPosition - m_transform.position), Vector3.up);

        m_anim.SetFloat("Speed", m_moveSpeed * speedMul);

        Vector2 nodePos = new Vector2(node.worldPosition.x, node.worldPosition.z);
        Vector2 antPos;
        Vector2 startAntPos = new Vector2(m_transform.position.x, m_transform.position.z);

        float totalDistance = (nodePos - startAntPos).sqrMagnitude - .002f;

        bool forward = true;

        //while ((dst = ((antPos = new Vector2(m_transform.position.x, m_transform.position.z)) - nodePos).sqrMagnitude) > .001f)
        while (forward)
        {
            antPos = new Vector2(m_transform.position.x, m_transform.position.z);

            if ((startAntPos - antPos).sqrMagnitude > totalDistance)
            {
                forward = false;
            }

            //dst = (startAntPos - antPos).sqrMagnitude - (nodePos - startAntPos).sqrMagnitude;

            SoundManager.inst.PlayFoot(speedMul);

            float dstNsqr = (antPos - nodePos).magnitude;
            if (!inLoseAnim)
            {
                if (rock != null) //rock anim
                {
                    if (hit)
                    {
                        if (dstNsqr < Grid.inst.nodeRadius * 1.8f)
                        {
                            rock.Hit(rockMoveTo, m_moveSpeed);
                            rock = null;
                        }
                    }
                    else if (dstNsqr < Grid.inst.nodeRadius * 1f)
                    {
                        rock.Broke(m_transform.forward);
                        rock = null;
                    }
                }

                if (jumping)
                {
                    if (dstNsqr < jumpAt)
                    {
                        jumping = false;
                        m_anim.SetBool("Jump", false);
                    }
                }
                else
                {
                    float jump = -1;
                    foreach (float j in jumpdst)
                    {
                        if (dstNsqr < (totalDst - (j + .55f)) * Grid.inst.nodeRadius * 2)
                        {
                            m_anim.SetBool("Jump", true);
                            m_anim.SetTrigger("JumpTrigger");
                            jumping = true;
                            jump    = j;
                            jumpAt  = ((totalDst - (j + 1.1f))) * Grid.inst.nodeRadius * 2;

                            SoundManager.inst.PlayJump();
                        }
                    }
                    if (jump != -1)
                    {
                        jumpdst.Remove(jump);
                    }
                }
                if (status == MoveStatus.cactus)
                {
                    if (dstNsqr < .6f * Grid.inst.nodeRadius * 2)
                    {
                        inLoseAnim     = true;
                        totalDistance -= .1f;
                        Debug.Log("cactus anim");
                    }
                }
                else if (status == MoveStatus.pit)
                {
                    if (dstNsqr < .4f * Grid.inst.nodeRadius * 2)
                    {
                        inLoseAnim     = true;
                        totalDistance -= .1f;
                        Debug.Log("pit anim");
                    }
                }
            }
            else
            {
                if (status == MoveStatus.pit)
                {
                    float y = Mathf.Lerp(m_transform.position.y, -.6f, 1 - (dstNsqr / .4f));
                    m_transform.position = new Vector3(m_transform.position.x, y, m_transform.position.z);
                }
            }

            m_transform.position += ((node.worldPosition - m_transform.position).normalized * Time.deltaTime * m_moveSpeed * speedMul);
            yield return(null);
        }

        m_transform.position = new Vector3(node.worldPosition.x, m_transform.position.y, node.worldPosition.z);
        crtNode = node;

        speedMul = 1f;
        m_anim.SetFloat("Speed", 0);
        m_anim.SetBool("Jump", false);
        m_animated = false;

        CheckVictoryCollectibles(node);
        GameManager.inst.CallEndTurn();
    }