Exemple #1
0
 void Update()
 {
     if (Managers.GameManager.State == Enums.GameStates.CardSelection)
     {
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Attack))
         {
             DrawPossibleSelections();
         }
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Up, thisPlayerIndex))
         {
             Navigate(CustomInput.UserInput.Up);
         }
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Down, thisPlayerIndex))
         {
             Navigate(CustomInput.UserInput.Down);
         }
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Right, thisPlayerIndex))
         {
             Navigate(CustomInput.UserInput.Right);
         }
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Left, thisPlayerIndex))
         {
             Navigate(CustomInput.UserInput.Left);
         }
     }
 }
Exemple #2
0
        private void Update()
        {
            if (Managers.GameState.Instance.IsPaused)
            {
                return;
            }

            this.Up    = CustomInput.BoolHeld(CustomInput.UserInput.Up);
            this.Down  = CustomInput.BoolHeld(CustomInput.UserInput.Down);
            this.Left  = CustomInput.BoolHeld(CustomInput.UserInput.Left);
            this.Right = CustomInput.BoolHeld(CustomInput.UserInput.Right);
            this.anim.SetBool(this.upHash, this.Up);
            this.anim.SetBool(this.downHash, this.Down);
            this.anim.SetBool(this.leftHash, this.Left);
            this.anim.SetBool(this.rigthHash, this.Right);
            this.anim.SetBool(this.moveHash, this.Up || this.Down || this.Left || this.Right);

            if (behavior.CurrentState == Enums.HeroState.Attack && CustomInput.BoolFreshPress(CustomInput.UserInput.Attack))
            {
                this.behavior.AttackQueued = true;
            }

            this.anim.SetBool(this.attackHash, CustomInput.BoolFreshPress(CustomInput.UserInput.Attack));
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.NextWeapon))
            {
                this.behavior.GoToNextWeapon();
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.PrevWeapon))
            {
                this.behavior.GoToPreviousWeapon();
            }
        }
Exemple #3
0
        void Update()
        {
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Up, thisPlayerIndex))
            {
                Navigator.Navigate(CustomInput.UserInput.Up, packs[0].gameObject);
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Down, thisPlayerIndex))
            {
                Navigator.Navigate(CustomInput.UserInput.Down, packs[0].gameObject);
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Right, thisPlayerIndex))
            {
                Navigator.Navigate(CustomInput.UserInput.Right, packs[0].gameObject);
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Left, thisPlayerIndex))
            {
                Navigator.Navigate(CustomInput.UserInput.Left, packs[0].gameObject);
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Accept, thisPlayerIndex))
            {
                Navigator.CallSubmit();
            }

            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Cancel, thisPlayerIndex))
            {
                RemovePack(lastSelected);
            }
        }
Exemple #4
0
 void Update()
 {
     if (CustomInput.BoolFreshPress(CustomInput.UserInput.SelectCards))
     {
         GameObject.Find("Card Selection Canvas").GetComponent <UI.CardSelector>().EnableCanvas();
     }
 }
 void Update()
 {
     if (Managers.GameManager.State == Enums.GameStates.CardSelection)
     {
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Up, thisPlayerIndex))
         {
             Navigator.Navigate(CustomInput.UserInput.Up, okayButton.gameObject);
         }
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Down, thisPlayerIndex))
         {
             Navigator.Navigate(CustomInput.UserInput.Down, okayButton.gameObject);
         }
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Right, thisPlayerIndex))
         {
             Navigator.Navigate(CustomInput.UserInput.Right, okayButton.gameObject);
         }
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Left, thisPlayerIndex))
         {
             Navigator.Navigate(CustomInput.UserInput.Left, okayButton.gameObject);
         }
         if (CustomInput.BoolFreshPressDeleteOnRead(CustomInput.UserInput.Accept, thisPlayerIndex))
         {
             Navigator.CallSubmit();
         }
     }
 }
Exemple #6
0
        /// <summary> Controls player movement. </summary>
        /// <param name="inAir"> Boolean for if the player is currently in the air. </param>
        private void Move(ref bool inAir)
        {
            if (CustomInput.BoolHeld(CustomInput.UserInput.Left))
            {
                xVel = -moveSpeed;
                GetComponent <Animator>().SetBool("Walking", true);
            }
            else if (CustomInput.BoolHeld(CustomInput.UserInput.Right))
            {
                xVel = moveSpeed;
                GetComponent <Animator>().SetBool("Walking", true);
            }
            else
            {
                xVel = 0;
                GetComponent <Animator>().SetBool("Walking", false);
            }

            if (!inAir && CustomInput.BoolFreshPress(CustomInput.UserInput.Jump))
            {
                yVel  = jumpSpeed;
                inAir = true;
            }

            if (Mathf.Abs(xVel) > maxRunSpeed)
            {
                if (xVel > 0)
                {
                    xVel = maxRunSpeed;
                }
                else
                {
                    xVel = -maxRunSpeed;
                }
            }
            transform.Translate(new Vector3(xVel * Time.deltaTime, yVel * Time.deltaTime, 0));
            if (inAir)
            {
                if (yVel < maxFallSpeed)
                {
                    yVel = maxFallSpeed;
                }
                else if (yVel > maxJumpSpeed)
                {
                    yVel = maxJumpSpeed;
                }
                else
                {
                    yVel -= gravity;
                }
            }
            else
            {
                yVel = 0;
            }
        }
Exemple #7
0
 void Update()
 {
     if (Managers.GameManager.State == Enums.GameStates.CardSelection)
     {
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Attack))
         {
             DrawPossibleSelections();
         }
     }
 }
Exemple #8
0
        private void Update()
        {
            if (Managers.GameManager.Instance.IsPaused)
            {
                return;
            }

            if (this.player.IsDead)
            {
                this.anim.SetBool(this.aimHash, false);
                this.anim.SetBool(this.shootHash, false);
                return;
            }

            bool shouldAim = ShouldAim();

            if (shouldAim)
            {
                this.aimDir = GetAimDir();
                CalculateClipSet(Vector2.SignedAngle(Vector2.right, this.aimDir));
            }

            bool shouldShoot = false;

            if (this.shotTimer > 0)
            {
                this.shotTimer -= Time.deltaTime;
            }
            if (CustomInput.BoolHeld(CustomInput.UserInput.Shoot1) || CustomInput.BoolHeld(CustomInput.UserInput.Shoot2))
            {
                shouldShoot = true;
            }

            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Shoot1))
            {
                if (this.prevBullet != null && this.prevBullet.gameObject.activeSelf)
                {
                    this.prevBullet.Detonate();
                    this.prevBullet = null;
                    this.shotTimer  = this.spaceTime / 2f;
                }
            }

            this.anim.SetBool(this.aimHash, shouldAim);
            this.anim.SetBool(this.shootHash, shouldShoot);
            this.currentState = this.mapper.GetCurrentState();
            switch (this.currentState)
            {
            case State.Idle: Idle(); break;

            case State.Aim: Aim(); break;

            case State.Shoot: Shoot(); break;
            }
        }
    public void MoveButtons()
    {
        // TODO: function that lets me not have all this pointer switching stuff be hard coded twice.
        // to lazy to fix right now and don't think it'll matter.

        // Reassign all button references to proper place after navigation, then cards if applicable
        if (CustomInput.BoolFreshPress(CustomInput.UserInput.Down) || this.isCredits && CustomInput.BoolFreshPress(CustomInput.UserInput.Left))
        {
            GameObject temp = buttons[0];
            for (int i = 1; i < buttons.Length; i++)
            {
                buttons[i - 1] = buttons[i];
            }
            buttons[buttons.Length - 1] = temp;

            temp.transform.position = goalButtons[buttons.Length - 1].transform.position;

            if (cardParent)
            {
                GameObject tempCard = cards[0];
                for (int i = 1; i < cards.Length; i++)
                {
                    cards[i - 1] = cards[i];
                    cards[i - 1].transform.SetSiblingIndex(i - 1);
                }
                cards[cards.Length - 1] = tempCard;
            }
        }
        else if (CustomInput.BoolFreshPress(CustomInput.UserInput.Up) || this.isCredits && CustomInput.BoolFreshPress(CustomInput.UserInput.Right))
        {
            GameObject temp = buttons[buttons.Length - 1];
            for (int i = buttons.Length - 2; i >= 0; i--)
            {
                buttons[i + 1] = buttons[i];
            }
            buttons[0] = temp;

            temp.transform.position = goalButtons[0].transform.position;

            if (cardParent)
            {
                GameObject tempCard = cards[cards.Length - 1];
                for (int i = cards.Length - 2; i >= 0; i--)
                {
                    cards[i + 1] = cards[i];
                    cards[i + 1].transform.SetSiblingIndex(i + 1);
                }
                cards[0] = tempCard;
            }
        }

        // Play sound effect
        sp.PlaySong(1);
    }
 // Update is called once per frame
 void Update()
 {
     if (CustomInput.BoolFreshPress(CustomInput.UserInput.Right))
     {
         Navigate(CustomInput.UserInput.Right);
     }
     if (CustomInput.BoolFreshPress(CustomInput.UserInput.Left))
     {
         Navigate(CustomInput.UserInput.Left);
     }
 }
Exemple #11
0
        private void Update()
        {
            if (Managers.GameManager.Instance.IsPaused)
            {
                return;
            }

            this.anim.SetBool(this.move, (CustomInput.BoolHeld(CustomInput.UserInput.Left) || CustomInput.BoolHeld(CustomInput.UserInput.Right)));
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Jump))
            {
                this.anim.SetTrigger(this.jump);
                jumpSound.Play();
            }
        }
Exemple #12
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKey(KeyCode.Escape))
        {
            Application.Quit();
            return;
        }

        if ((CustomInput.BoolFreshPress(CustomInput.UserInput.Cancel) || CustomInput.BoolFreshPress(CustomInput.UserInput.Pause)) && Settings == null)
        {
            FindObjectOfType <UILevelSwitch>().BackToMenu();
        }
        else if (CustomInput.BoolFreshPress(CustomInput.UserInput.Cancel) && (Settings.OnScreen && SettingsController.Settings.activeInHierarchy || LevelSelect1.OnScreen))
        {
            GoToMainMenu();
        }

        if (CustomInput.BoolFreshPress(CustomInput.UserInput.Accept))
        {
            navigateAccept();
        }



        if ((MainMenu1.OnScreen || LevelSelect1.OnScreen) && EventSystem.current.currentSelectedGameObject != null)
        {
            CurrentDefault = EventSystem.current.currentSelectedGameObject;
        }

        if (CustomInput.BoolFreshPress(CustomInput.UserInput.Up))
        {
            Navigator.Navigate(CustomInput.UserInput.Up, CurrentDefault);
        }
        if (CustomInput.BoolFreshPress(CustomInput.UserInput.Down))
        {
            Navigator.Navigate(CustomInput.UserInput.Down, CurrentDefault);
        }
        if (CustomInput.BoolFreshPress(CustomInput.UserInput.Right))
        {
            Navigator.Navigate(CustomInput.UserInput.Right, CurrentDefault);
        }
        if (CustomInput.BoolFreshPress(CustomInput.UserInput.Left))
        {
            Navigator.Navigate(CustomInput.UserInput.Left, CurrentDefault);
        }
    }
 private static Enums.PlayerState BasicAttack(bool hit, bool animDone, Enums.Direction direction, Enums.CardTypes type, bool handEmpty)
 {
     if (hit)
     {
         return(Enums.PlayerState.Hit);
     }
     if (CustomInput.BoolFreshPress(CustomInput.UserInput.Attack))
     {
         hold = 0;
     }
     hold += UnityEngine.Time.deltaTime;
     if (hold > .5f)
     {
         hold = 0;
         return(Enums.PlayerState.Idle);
     }
     return(Enums.PlayerState.BasicAttack);
 }
        void Update()
        {
            if (Managers.GameManager.State == Enums.GameStates.CardSelection)
            {
                if (CustomInput.BoolFreshPress(CustomInput.UserInput.Attack))
                {
                    DrawPossibleSelections();
                }

                if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard0, thisPlayerIndex))
                {
                    SelectCard(0);
                }
                if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard1, thisPlayerIndex))
                {
                    SelectCard(1);
                }
                if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard2, thisPlayerIndex))
                {
                    SelectCard(2);
                }
                if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard3, thisPlayerIndex))
                {
                    SelectCard(3);
                }
                if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard4, thisPlayerIndex))
                {
                    SelectCard(4);
                }
                if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard5, thisPlayerIndex))
                {
                    SelectCard(5);
                }
                if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard6, thisPlayerIndex))
                {
                    SelectCard(6);
                }
                if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard7, thisPlayerIndex))
                {
                    SelectCard(7);
                }
            }
        }
Exemple #15
0
        public override void RunEntity()
        {
            if (hit)
            {
                if (invulerability <= 0)
                {
                    currentHealth--;
                    invulerability = invulerabilityTime;
                }
                hit = false;
            }
            if (invulerability > 0)
            {
                render = !render;
                Render(render);
                invulerability -= Time.deltaTime;
            }
            else if (!render)
            {
                render = true;
                Render(true);
            }
            //if (currentHealth < 0)
            //    Die();
            bool inAir = false, blocked = false;

            TouchingSomething(ref inAir, ref blocked);
            Move(ref inAir);
            Aim();
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.SwitchLeft))
            {
                weapons.SwitchLeft();
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.SwitchRight))
            {
                weapons.SwitchRight();
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Attack))
            {
                bulletManager.Shoot(weapons.GetWeapon(), barrel, transform.localScale.x < 0 ? Enums.Direction.Left : Enums.Direction.Right);
            }
        }
Exemple #16
0
 private Enums.PlayerState BasicAttack(bool hit, bool animDone, Enums.Direction direction, Enums.CardTypes type, bool handEmpty, int playerNumber)
 {
     if (hit)
     {
         return(Enums.PlayerState.Hit);
     }
     if (CustomInput.BoolFreshPress(CustomInput.UserInput.Attack, playerNumber))
     {
         hold = 1;
     }
     if (animDone)
     {
         if (hold == 0)
         {
             return(Enums.PlayerState.Idle);
         }
         hold = 0;
         return(Enums.PlayerState.BasicAttack);
     }
     return(Enums.PlayerState.BasicAttack);
 }
        //The following methods control when and how you can transition between states

        private static Enums.PlayerState Idle(bool hit, bool animDone, Enums.Direction direction, Enums.CardTypes type, bool handEmpty)
        {
            if (hit)
            {
                return(Enums.PlayerState.Hit);
            }
            if (!handEmpty && CustomInput.BoolFreshPress(CustomInput.UserInput.UseCard))
            {
                //switch off of type
                return(Enums.PlayerState.Sword);
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Attack))
            {
                return(Enums.PlayerState.BasicAttack);
            }
            if (direction != Enums.Direction.None)
            {
                return(Enums.PlayerState.MoveBegining);
            }
            return(Enums.PlayerState.Idle);
        }
Exemple #18
0
 /// <summary> Gets inputted actions from the player. </summary>
 /// <param name="actions">A set of action keys that the player has just pressed in the current frame.</param>
 protected virtual void GetInput(out HashSet <CustomInput.UserInput> actions)
 {
     this.Up    = CustomInput.BoolHeld(CustomInput.UserInput.Up);
     this.Down  = CustomInput.BoolHeld(CustomInput.UserInput.Down);
     this.Left  = CustomInput.BoolHeld(CustomInput.UserInput.Left);
     this.Right = CustomInput.BoolHeld(CustomInput.UserInput.Right);
     actions    = new HashSet <CustomInput.UserInput>();
     CustomInput.UserInput[] actionEnums =
     {
         CustomInput.UserInput.Attack,
         CustomInput.UserInput.NextWeapon,
         CustomInput.UserInput.PrevWeapon,
         CustomInput.UserInput.Target
     };
     foreach (CustomInput.UserInput action in actionEnums)
     {
         if (CustomInput.BoolFreshPress(action))
         {
             actions.Add(action);
         }
     }
 }
Exemple #19
0
        private void Update()
        {
            if (Managers.GameState.Instance.IsPaused)
            {
                return;
            }

            this.Up    = CustomInput.BoolHeld(CustomInput.UserInput.Up);
            this.Down  = CustomInput.BoolHeld(CustomInput.UserInput.Down);
            this.Left  = CustomInput.BoolHeld(CustomInput.UserInput.Left);
            this.Right = CustomInput.BoolHeld(CustomInput.UserInput.Right);
            this.anim.SetBool(this.moveHash, this.Up || this.Down || this.Left || this.Right);
            this.anim.SetBool(this.attackHash, CustomInput.BoolHeld(CustomInput.UserInput.Attack));
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.NextWeapon))
            {
                this.behavior.GoToNextWeapon();
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.PrevWeapon))
            {
                this.behavior.GoToPreviousWeapon();
            }
        }
    public void Update()
    {
        if (CustomInput.BoolFreshPress(CustomInput.UserInput.Cancel))
        {
            if (hideBehaviour.OnScreen)
            {
                this.DismissDialog();
            }
        }

        if (Keep.activeSelf && this.hideBehaviour.OnScreen)
        {
            Timer -= Time.deltaTime;
            if (Timer < 0.0f)
            {
                if (Go != null)
                {
                    Go();
                }
                this.DismissDialog();
            }
        }
    }
Exemple #21
0
 void Update()
 {
     if (active && !finished && (CustomInput.BoolFreshPress(CustomInput.UserInput.Accept) || CustomInput.BoolFreshPress(CustomInput.UserInput.Melee) ||
                                 CustomInput.BoolFreshPress(CustomInput.UserInput.Shoot) || CustomInput.BoolFreshPress(CustomInput.UserInput.Screech) || CustomInput.BoolFreshPress(CustomInput.UserInput.Pause)))
     {
         if (!skipIcon.enabled)
         {
             skipIcon.enabled = true;
             skipTimer        = skipTimerMax;
         }
         else
         {
             Skip();
         }
     }
     if (skipTimer > 0)
     {
         skipTimer -= Time.deltaTime;
         if (skipTimer <= 0)
         {
             skipIcon.enabled = false;
         }
     }
 }
Exemple #22
0
        void Update()
        {
            // Temp, remove later
            if (Input.GetKeyUp(KeyCode.Escape))
            {
                Application.Quit();
            }

            Attack(CustomInput.BoolFreshPress(CustomInput.UserInput.Attack));
            Up(CustomInput.BoolHeld(CustomInput.UserInput.Up));     //Checks if up is being held.
            Down(CustomInput.BoolHeld(CustomInput.UserInput.Down)); //Checks if down is being held.
            Jump(CustomInput.BoolFreshPress(CustomInput.UserInput.Jump));
            anim.SetBool("Control", CustomInput.BoolFreshPress(CustomInput.UserInput.Control));

            if (CustomInput.BoolHeld(CustomInput.UserInput.Left))
            {
                Left(true);
                Right(false);
                Move(true);
                MoveSpeed(CustomInput.Raw(CustomInput.UserInput.Left));
            }
            else if (CustomInput.BoolHeld(CustomInput.UserInput.Right))
            {
                Left(false);
                Right(true);
                Move(true);
                MoveSpeed(CustomInput.Raw(CustomInput.UserInput.Right));
            }
            else
            {
                Left(false);
                Right(false);
                Move(false);
                MoveSpeed(0f);
            }
        }
Exemple #23
0
 private static Enums.PlayerState InAir(bool inAir, bool move, bool hit, bool animDone)
 {
     if (hit)
     {
         return(Enums.PlayerState.Hit);
     }
     if (!inAir)
     {
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Jump))
         {
             return(Enums.PlayerState.Jump);
         }
         if (move)
         {
             return(Enums.PlayerState.Moving);
         }
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Attack))
         {
             return(Enums.PlayerState.Attack);
         }
         return(Enums.PlayerState.Idle);
     }
     return(Enums.PlayerState.InAir);
 }
Exemple #24
0
        void Update()
        {
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard0, thisPlayerIndex))
            {
                AddPack(0);
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard1, thisPlayerIndex))
            {
                AddPack(1);
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard2, thisPlayerIndex))
            {
                AddPack(2);
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard3, thisPlayerIndex))
            {
                AddPack(3);
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard4, thisPlayerIndex))
            {
                AddPack(4);
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard5, thisPlayerIndex))
            {
                AddPack(5);
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.PickCard6, thisPlayerIndex))
            {
                AddPack(6);
            }

            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Cancel, thisPlayerIndex))
            {
                RemovePack();
            }
        }
Exemple #25
0
        void Update()
        {
            if (Managers.GameManager.State == Enums.GameStates.Battle)
            {
                if (CustomInput.BoolFreshPress(CustomInput.UserInput.Up))
                {
                    if (currentNode.panelAllowed(Enums.Direction.Up, Type))
                    {
                        direction = Enums.Direction.Up;
                        nextNode  = currentNode.Up;
                    }
                }
                else if (CustomInput.BoolFreshPress(CustomInput.UserInput.Down))
                {
                    if (currentNode.panelAllowed(Enums.Direction.Down, Type))
                    {
                        direction = Enums.Direction.Down;
                        nextNode  = currentNode.Down;
                    }
                }
                else if (CustomInput.BoolFreshPress(CustomInput.UserInput.Left))
                {
                    if (currentNode.panelAllowed(Enums.Direction.Left, Type))
                    {
                        direction = Enums.Direction.Left;
                        nextNode  = currentNode.Left;
                    }
                }
                else if (CustomInput.BoolFreshPress(CustomInput.UserInput.Right))
                {
                    if (currentNode.panelAllowed(Enums.Direction.Right, Type))
                    {
                        direction = Enums.Direction.Right;
                        nextNode  = currentNode.Right;
                    }
                }
                else
                {
                    direction = Enums.Direction.None;
                }
                //get next state
                currState = machine.update(hit, animDone, direction, hand.GetCurrentType(), hand.Empty());

                //state clean up
                if (prevState != currState)
                {
                    doOnce   = false;
                    animDone = false;
                    hit      = false;
                    anim.SetInteger("state", (int)currState);
                }
                if (invunTimer > 0)
                {
                    if (renderTimer > renderTime)
                    {
                        render      = !render;
                        renderTimer = 0;
                        //GetComponent<Renderer>().enabled = render;
                    }
                    hit          = false;
                    renderTimer += Time.deltaTime;
                    invunTimer  -= Time.deltaTime;
                }
                else
                {
                    //GetComponent<Renderer>().enabled = true;
                    invun = false;
                }

                //run state
                doState[(int)currState]();

                if (move)
                {
                    move = false;
                    currentNode.clearOccupied();
                    currentNode        = nextNode;
                    currentNode.Owner  = (this);
                    transform.position = currentNode.transform.position;
                }

                if (useCard)
                {
                    if (!hand.Empty())
                    {
                        useCard = false;
                        hand.UseCurrent(this);
                        CardUIEvent();
                    }
                }

                if (basicAttack)
                {
                    basicAttack = false;
                    Weapons.Projectiles.Bullet b = Instantiate(bullet).GetComponent <Weapons.Projectiles.Bullet>();
                    b.transform.position = barrel.position;
                    b.Direction          = Direction;
                }

                if (damage > 0 && takeDamage)
                {
                    takeDamage = false;
                    TakeDamage(damage);
                    damage = 0;
                }
                prevState = currState;
            }
        }
Exemple #26
0
        void Update()
        {
            if (Managers.GameManager.State == Enums.GameStates.Battle && !stun)
            {
                if (paused)
                {
                    paused     = false;
                    anim.speed = animSpeed;
                }
                #region detectMove
                if (CustomInput.BoolFreshPress(CustomInput.UserInput.Up, playerNumber))
                {
                    if (currentNode.panelAllowed(Enums.Direction.Up, Type))
                    {
                        directionToMove = Enums.Direction.Up;
                        nextNode        = currentNode.Up;
                    }
                }
                else if (CustomInput.BoolFreshPress(CustomInput.UserInput.Down, playerNumber))
                {
                    if (currentNode.panelAllowed(Enums.Direction.Down, Type))
                    {
                        directionToMove = Enums.Direction.Down;
                        nextNode        = currentNode.Down;
                    }
                }
                else if (CustomInput.BoolFreshPress(CustomInput.UserInput.Left, playerNumber))
                {
                    if (currentNode.panelAllowed(Enums.Direction.Left, Type))
                    {
                        directionToMove = Enums.Direction.Left;
                        nextNode        = currentNode.Left;
                    }
                }
                else if (CustomInput.BoolFreshPress(CustomInput.UserInput.Right, playerNumber))
                {
                    if (currentNode.panelAllowed(Enums.Direction.Right, Type))
                    {
                        directionToMove = Enums.Direction.Right;
                        nextNode        = currentNode.Right;
                    }
                }
                else
                {
                    directionToMove = Enums.Direction.None;
                }
                #endregion
                //get next state
                currState = machine.update(hit, animDone, directionToMove, hand.GetCurrentType(), hand.Empty(), playerNumber);

                //state clean up
                if (prevState != currState)
                {
                    doOnce      = false;
                    animDone    = false;
                    attack      = false;
                    basicAttack = false;
                    move        = false;
                    hit         = false;
                    if (weapon != null)
                    {
                        Destroy(weapon);
                    }
                    anim.SetInteger("state", (int)currState);
                }
                if (invunTimer > 0)
                {
                    if (renderTimer > renderTime)
                    {
                        render      = !render;
                        renderTimer = 0;
                        foreach (SkinnedMeshRenderer b in body)
                        {
                            b.enabled = render;
                        }
                    }
                    hit          = false;
                    renderTimer += Time.deltaTime;
                    invunTimer  -= Time.deltaTime;
                }
                else if (!render || invun)
                {
                    render = true;
                    foreach (SkinnedMeshRenderer b in body)
                    {
                        b.enabled = true;
                    }
                    invun = false;
                }

                //run state
                switch (currState)
                {
                case Enums.PlayerState.Idle: Idle(); break;

                case Enums.PlayerState.MoveBegining: MoveBegining(); break;

                case Enums.PlayerState.MoveEnding: MoveEnding(); break;

                case Enums.PlayerState.Hit: Hit(); break;

                case Enums.PlayerState.Dead: Dead(); break;

                case Enums.PlayerState.BasicAttack: BasicAttack(); break;

                case Enums.PlayerState.HoriSwingMid: CardAnim(); break;

                case Enums.PlayerState.VertiSwingHeavy: CardAnim(); break;

                case Enums.PlayerState.ThrowLight: CardAnim(); break;

                case Enums.PlayerState.ThrowMid: CardAnim(); break;

                case Enums.PlayerState.Shoot: CardAnim(); break;

                case Enums.PlayerState.ChiAttack: CardAnim(); break;

                case Enums.PlayerState.ChiStationary: CardAnim(); break;

                case Enums.PlayerState.TauntGokuStretch: Taunt(); break;

                case Enums.PlayerState.TauntPointPoint: Taunt(); break;

                case Enums.PlayerState.TauntThumbsDown: Taunt(); break;

                case Enums.PlayerState.TauntWrasslemania: Taunt(); break;

                case Enums.PlayerState.TauntYaMoves: Taunt(); break;
                }

                if (move)
                {
                    move = false;
                    currentNode.clearOccupied();
                    currentNode        = nextNode;
                    currentNode.Owner  = (this);
                    transform.position = currentNode.transform.position;
                }
                #region useCard
                if (useCard)
                {
                    if (!hand.Empty())
                    {
                        Enums.CardTypes type = hand.GetCurrentType();
                        if (type == Enums.CardTypes.SwordHori || type == Enums.CardTypes.SwordVert)
                        {
                            weapon = Instantiate(Katana);
                            weapon.transform.position         = weaponPoint.position;
                            weapon.transform.localScale       = weaponPoint.localScale;
                            weapon.transform.parent           = weaponPoint;
                            weapon.transform.localEulerAngles = new Vector3(0, 0, 0);
                        }
                        if (type == Enums.CardTypes.WideSword)
                        {
                            weapon = Instantiate(WideSword);
                            weapon.transform.position         = weaponPoint.position;
                            weapon.transform.localScale       = weaponPoint.localScale;
                            weapon.transform.parent           = weaponPoint;
                            weapon.transform.localEulerAngles = new Vector3(0, 0, 0);
                        }
                        else if (type == Enums.CardTypes.NaginataHori || type == Enums.CardTypes.NaginataVert)
                        {
                            weapon = Instantiate(Naginata);
                            weapon.transform.position         = weaponPoint.position;
                            weapon.transform.localScale       = weaponPoint.localScale;
                            weapon.transform.parent           = weaponPoint;
                            weapon.transform.localEulerAngles = new Vector3(0, 0, 0);
                        }
                        else if (type == Enums.CardTypes.HammerHori || type == Enums.CardTypes.HammerVert)
                        {
                            weapon = Instantiate(Hammer);
                            weapon.transform.position         = weaponPoint.position;
                            weapon.transform.localScale       = weaponPoint.localScale;
                            weapon.transform.parent           = weaponPoint;
                            weapon.transform.localEulerAngles = new Vector3(0, 0, 0);
                        }
                        else if (type == Enums.CardTypes.Fan)
                        {
                            weapon = Instantiate(Fan);
                            weapon.transform.position         = weaponPoint.position;
                            weapon.transform.localScale       = weaponPoint.localScale;
                            weapon.transform.parent           = weaponPoint;
                            weapon.transform.localEulerAngles = new Vector3(0, 0, 0);
                        }
                        else if (type == Enums.CardTypes.Kanobo)
                        {
                            weapon = Instantiate(Kanobo);
                            weapon.transform.position         = weaponPoint.position;
                            weapon.transform.localScale       = weaponPoint.localScale / .8f;
                            weapon.transform.parent           = weaponPoint;
                            weapon.transform.localEulerAngles = new Vector3(0, 0, 0);
                        }
                        else if (type == Enums.CardTypes.Tanto)
                        {
                            weapon = Instantiate(Tanto);
                            weapon.transform.position         = weaponPoint.position;
                            weapon.transform.localScale       = weaponPoint.localScale;
                            weapon.transform.parent           = weaponPoint;
                            weapon.transform.localEulerAngles = new Vector3(0, 0, 0);
                        }
                        else if (type == Enums.CardTypes.Wakizashi)
                        {
                            weapon = Instantiate(Wakizashi);
                            weapon.transform.position         = weaponPoint.position;
                            weapon.transform.localScale       = weaponPoint.localScale;
                            weapon.transform.parent           = weaponPoint;
                            weapon.transform.localEulerAngles = new Vector3(0, 0, 0);
                        }
                        else if (type == Enums.CardTypes.Tonfa)
                        {
                            weapon = Instantiate(Tonfa);
                            weapon.transform.position         = weaponPoint.position;
                            weapon.transform.localScale       = weaponPoint.localScale / .8f;
                            weapon.transform.parent           = weaponPoint;
                            weapon.transform.localEulerAngles = new Vector3(0, 0, 0);
                        }
                        else if (type == Enums.CardTypes.BoStaff)
                        {
                            weapon = Instantiate(BoStaff);
                            weapon.transform.position         = weaponPoint.position;
                            weapon.transform.localScale       = weaponPoint.localScale / .5f;
                            weapon.transform.parent           = weaponPoint;
                            weapon.transform.localEulerAngles = new Vector3(0, 0, 0);
                        }
                        int sfxNumber = 0;
                        switch (type)
                        {
                        case Enums.CardTypes.SwordVert:
                        case Enums.CardTypes.SwordHori:
                        case Enums.CardTypes.WideSword:
                        case Enums.CardTypes.NaginataVert:
                        case Enums.CardTypes.NaginataHori:
                        case Enums.CardTypes.HammerVert:
                        case Enums.CardTypes.HammerHori:
                        case Enums.CardTypes.Fan:
                        case Enums.CardTypes.Kanobo:
                        case Enums.CardTypes.Tanto:
                        case Enums.CardTypes.Wakizashi:
                        case Enums.CardTypes.Tonfa:
                        case Enums.CardTypes.BoStaff: sfxNumber = 0; break;

                        case Enums.CardTypes.ThrowLight:
                        case Enums.CardTypes.ThrowMid:
                        case Enums.CardTypes.Shoot: sfxNumber = 2; break;

                        case Enums.CardTypes.ChiAttack:
                        case Enums.CardTypes.ChiStationary: sfxNumber = 3; break;

                        default: break;
                        }
                        sfx.PlaySong(sfxNumber);
                        useCard = false;
                        hand.UseCurrent(this, deck);
                        CardUIEvent();
                    }
                }
                #endregion

                if (basicAttack)
                {
                    basicAttack = false;
                    Weapons.Hitbox b = Instantiate(bullet);
                    AddElement.AddElementByEnum(b.gameObject, element, true);
                    b.Owner = this.gameObject;
                    b.transform.position = Direction == Enums.Direction.Left ? currentNode.Left.transform.position : currentNode.Right.transform.position;
                    b.CurrentNode        = Direction == Enums.Direction.Left ? currentNode.Left : currentNode.Right;
                    b.Direction          = Direction;
                    if (playerNumber == 2)
                    {
                        Transform model = b.transform.GetChild(0);
                        model.localScale = new Vector3(model.localScale.x, -model.localScale.y, model.localScale.z);
                    }
                    sfx.PlaySong(2);
                }

                if (damage > 0 && takeDamage)
                {
                    takeDamage = false;
                    TakeDamage(damage, damageElement);
                    damage        = 0;
                    damageElement = Enums.Element.None;
                }
                prevState = currState;
            }
            else
            {
                if (!paused)
                {
                    animSpeed  = anim.speed;
                    anim.speed = 0;
                    paused     = true;
                }
                if (stun)
                {
                    if ((stunTimer += Time.deltaTime) > stunTime)
                    {
                        stunTimer = 0f;
                        stun      = false;
                    }
                }
            }
        }
Exemple #27
0
        private void Update()
        {
            if (Managers.GameState.Instance.CurrentState != Managers.GameState.State.Playing)
            {
                return;
            }

            if (invunTimer > 0)
            {
                if (flashTimer > flashInterval)
                {
                    isVisible  = !isVisible;
                    flashTimer = 0;
                    this.mesh.SetActive(isVisible);
                }

                flashTimer += Time.deltaTime;
                invunTimer -= Time.deltaTime;
            }
            else if (!isVisible || isInvulnerable)
            {
                isVisible = true;
                this.mesh.SetActive(true);
                isInvulnerable = false;
            }

            if (this.Health <= 0 && !this.dead)
            {
                GameOver.Instance.Show();
                this.sfx.PlayPlayerDieSFX();
                this.dead = true;
            }

            float yRot = cameraControl.UpdateCamera();

            if (yRot != 0)
            {
                float z = this.transform.rotation.eulerAngles.z;
                this.transform.Rotate(new Vector3(0f, yRot, 0f));
                this.transform.rotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, z);
            }

            if (this.Moving)
            {
                Move();
            }

            this.anim.SetBool(this.moveHash, this.Moving);

            if (!this.meleeing && CustomInput.BoolFreshPress(CustomInput.UserInput.Melee))
            {
                this.meleeCollider.enabled = true;
                this.meleeing      = true;
                CaneHitbox.enabled = true;
                this.anim.SetBool(this.meleeHash, true);
                this.sfx.PlayPlayerMeleeSFX();
            }
            else if (this.meleeing)
            {
                this.rgdb.velocity *= .5f;
            }

            if (!reloading && !shooting && CustomInput.BoolFreshPress(CustomInput.UserInput.Shoot))
            {
                GameObject g = BulletPool.Instance.GetBullet(BulletPool.BulletTypes.Player);

                if (g != null)
                {
                    this.shooting = true;
                    ObjectPooling.Bullets.Bullet rf = g.GetComponent <ObjectPooling.Bullets.Bullet>();
                    MeleeWeaponTrail[]           fb = rf.trails;
                    if (fb != null)
                    {
                        foreach (MeleeWeaponTrail m in fb)
                        {
                            m.startTrail();
                        }
                    }

                    g.transform.position = gunPos.position;
                    g.transform.rotation = gunPos.rotation;
                    this.anim.SetBool(this.shootHash, true);
                    this.agro.radius += 1f;
                    this.sfx.PlayPlayerGunfireSFX();
                    this.reloadUI.Fire(this.bullets);
                    this.bullets--;
                }
            }
            else if (this.shooting)
            {
                this.rgdb.velocity *= .75f;
            }

            if (!reloading && (bullets < 0 || CustomInput.BoolFreshPress(CustomInput.UserInput.Reload)))
            {
                this.reloading = true;
                this.reloadUI.StartReload();
            }
            else if (this.reloading && !this.reloadUI.IsReloading)
            {
                this.bullets   = this.maxBullets;
                this.reloading = false;
            }

            if (!this.recharging && CustomInput.BoolFreshPress(CustomInput.UserInput.Screech))
            {
                this.recharging   = true;
                this.agro.radius *= 2f;
                this.screechUI.StartRecharge();
                this.camEffects.Screech();
                GameObject s = SonarPool.Instance.GetSonar(1f, 10f);
                s.transform.position = this.foot.position;
                s = SonarPool.Instance.GetSonar(8f, 10f);
                s.transform.position = this.foot.position;
                this.sfx.PlayPlayerSonarSFX();
            }
            else if (this.recharging && !this.screechUI.IsRecharging)
            {
                this.recharging = false;
            }

            this.agro.radius = Mathf.Min(this.agro.radius, this.agroCap);

            if (this.agro.radius > this.originalRadius)
            {
                this.agro.radius -= Time.deltaTime * .75f;
            }
        }
Exemple #28
0
 void Update()
 {
     if (state != State.waiting)
     {
         image.sprite = backgrounds[whichBackgroundForWhichPage[currentPage]];
         text.text    = currentText.ToString();
     }
     if (state == State.waiting)
     {
         if (start)
         {
             GameState.Instance.State = Enums.GameState.Cutscene;
             state     = State.displaying;
             pageChars = pageStrings[currentPage].ToCharArray();
             canvas.SetActive(true);
         }
     }
     else if (state == State.displaying)
     {
         if (Util.CustomInput.BoolFreshPress(Util.CustomInput.UserInput.Pause))
         {
             for (int i = Mathf.RoundToInt(currentLetter); i < pageChars.Length; i++)
             {
                 currentText.Append(pageChars[i]);
             }
             state = State.paused;
         }
         else
         {
             if (currentLetter == 0)
             {
                 currentText.Append(pageChars[(int)currentLetter]);
             }
             int   a    = (int)(currentLetter);
             float temp = textSpeed;
             if (Util.CustomInput.BoolHeld(Util.CustomInput.UserInput.Accept) || Util.CustomInput.BoolHeld(Util.CustomInput.UserInput.Attack))
             {
                 temp *= 2;
             }
             currentLetter += temp * Time.deltaTime;
             if (a < (int)currentLetter && currentLetter < pageChars.Length)
             {
                 currentText.Append(pageChars[(int)currentLetter]);
                 sound.PlaySong(0);
             }
             if (currentLetter >= pageChars.Length)
             {
                 //currentText = new System.Text.StringBuilder(pageStrings[currentPage]);
                 state = State.paused;
             }
         }
     }
     else
     {
         if (CustomInput.BoolFreshPress(CustomInput.UserInput.Accept) ||
             CustomInput.BoolFreshPress(CustomInput.UserInput.Attack) ||
             CustomInput.BoolFreshPress(CustomInput.UserInput.Pause))
         {
             currentLetter = 0;
             currentPage++;
             if (currentPage >= pages.Length)
             {
                 text.text = "";
                 GameState.Instance.State = Enums.GameState.Playing;
                 canvas.SetActive(false);
                 Destroy(this.gameObject);
             }
             else
             {
                 pageChars   = pageStrings[currentPage].ToCharArray();
                 currentText = new System.Text.StringBuilder();
                 state       = State.displaying;
             }
         }
     }
 }
Exemple #29
0
        //The following methods control when and how you can transition between states

        private Enums.PlayerState Idle(bool hit, bool animDone, Enums.Direction direction, Enums.CardTypes type, bool handEmpty, int playerNumber)
        {
            if (hit)
            {
                return(Enums.PlayerState.Hit);
            }
            if (!handEmpty && CustomInput.BoolFreshPress(CustomInput.UserInput.UseCard, playerNumber))
            {
                switch (type)
                {
                case Enums.CardTypes.SwordVert: return(Enums.PlayerState.VertiSwingHeavy);

                case Enums.CardTypes.SwordHori: return(Enums.PlayerState.HoriSwingMid);

                case Enums.CardTypes.WideSword: return(Enums.PlayerState.HoriSwingMid);

                case Enums.CardTypes.NaginataVert: return(Enums.PlayerState.VertiSwingHeavy);

                case Enums.CardTypes.NaginataHori: return(Enums.PlayerState.HoriSwingMid);

                case Enums.CardTypes.HammerVert: return(Enums.PlayerState.VertiSwingHeavy);

                case Enums.CardTypes.HammerHori: return(Enums.PlayerState.HoriSwingMid);

                case Enums.CardTypes.ThrowLight: return(Enums.PlayerState.ThrowLight);

                case Enums.CardTypes.ThrowMid: return(Enums.PlayerState.ThrowMid);

                case Enums.CardTypes.Shoot: return(Enums.PlayerState.Shoot);

                case Enums.CardTypes.ChiAttack: return(Enums.PlayerState.ChiAttack);

                case Enums.CardTypes.ChiStationary: return(Enums.PlayerState.ChiStationary);

                case Enums.CardTypes.Error: return(Enums.PlayerState.ChiAttack);

                case Enums.CardTypes.Fan: return(Enums.PlayerState.HoriSwingMid);

                case Enums.CardTypes.Kanobo: return(Enums.PlayerState.HoriSwingMid);

                case Enums.CardTypes.Tanto: return(Enums.PlayerState.HoriSwingMid);

                case Enums.CardTypes.Wakizashi: return(Enums.PlayerState.HoriSwingMid);

                case Enums.CardTypes.Tonfa: return(Enums.PlayerState.HoriSwingMid);

                case Enums.CardTypes.BoStaff: return(Enums.PlayerState.HoriSwingMid);
                }
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Attack, playerNumber))
            {
                return(Enums.PlayerState.BasicAttack);
            }
            if (direction != Enums.Direction.None)
            {
                return(Enums.PlayerState.MoveBegining);
            }
            if (CustomInput.BoolFreshPress(CustomInput.UserInput.Taunt, playerNumber))
            {
                float chance = UnityEngine.Random.Range(0f, 1f);
                if (chance < .225f)
                {
                    return(Enums.PlayerState.TauntPointPoint);
                }
                else if (chance < .45f)
                {
                    return(Enums.PlayerState.TauntThumbsDown);
                }
                else if (chance < .675f)
                {
                    return(Enums.PlayerState.TauntWrasslemania);
                }
                else if (chance < .9f)
                {
                    return(Enums.PlayerState.TauntYaMoves);
                }
                else
                {
                    return(Enums.PlayerState.TauntGokuStretch);
                }
            }
            return(Enums.PlayerState.Idle);
        }
        void Update()
        {
            if (!start)
            {
                if (GameState.Instance.IsPaused && GameState.Instance.State != Enums.GameState.Cutscene)
                {
                    return;
                }
                else if (!this.doOnce)
                {
                    GameState.Instance.State = Enums.GameState.Cutscene;
                    DungeonManager.GetHero().SetActive(false);
                    for (int i = 0; i < this.actors.Length; i++)
                    {
                        if (this.actorEntrancePage[i] == 0)
                        {
                            this.actors[i].StartTranslate(true);
                        }
                    }

                    this.doOnce = true;
                }
            }

            if (this.waitingToExit)
            {
                bool allDone = true;
                foreach (Effects.Translate actor in this.actors)
                {
                    if (!actor.Finished)
                    {
                        allDone = false;
                    }
                }

                if (allDone)
                {
                    GameState.Instance.State = Enums.GameState.Playing;
                    DungeonManager.GetHero().SetActive(true);
                    DungeonManager.TransitionMaps();
                }
            }

            if (this.state != State.waiting && !this.waitingToExit)
            {
                this.image.sprite = this.backgrounds[this.whichBackgroundForWhichPage[currentPage]];
                this.text.text    = this.currentText.ToString();
            }
            if (this.state == State.waiting)
            {
                if (start)
                {
                    this.state     = State.displaying;
                    this.pageChars = this.pageStrings[this.currentPage].ToCharArray();
                    this.canvas.SetActive(true);
                }
                else
                {
                    bool allDone = true;
                    foreach (Effects.Translate actor in this.actors)
                    {
                        if (!actor.Finished)
                        {
                            allDone = false;
                        }
                    }

                    if (allDone)
                    {
                        start = true;
                    }
                }
            }
            else if (this.state == State.displaying)
            {
                if (CustomInput.BoolFreshPress(CustomInput.UserInput.Pause))
                {
                    this.currentText = new System.Text.StringBuilder(this.pageStrings[this.currentPage]);
                    this.state       = State.paused;
                }
                else
                {
                    if (this.currentLetter == 0)
                    {
                        this.currentText.Append(this.pageChars[(int)currentLetter]);
                    }
                    int   a    = (int)(currentLetter);
                    float temp = this.textSpeed;
                    if (CustomInput.BoolHeld(CustomInput.UserInput.Accept) || CustomInput.BoolHeld(CustomInput.UserInput.Attack))
                    {
                        temp *= 2;
                    }
                    this.currentLetter += temp * Time.deltaTime;
                    if (a < (int)this.currentLetter && this.currentLetter < this.pageChars.Length)
                    {
                        this.currentText.Append(this.pageChars[(int)this.currentLetter]);
                        this.sound.PlaySong(0);
                    }
                    if (this.currentLetter >= this.pageChars.Length)
                    {
                        //currentText = new System.Text.StringBuilder(pageStrings[currentPage]);
                        this.state = State.paused;
                    }
                }
            }
            else
            {
                if (CustomInput.BoolFreshPress(CustomInput.UserInput.Accept) ||
                    CustomInput.BoolFreshPress(CustomInput.UserInput.Attack) ||
                    CustomInput.BoolFreshPress(CustomInput.UserInput.Pause))
                {
                    this.currentLetter = 0;
                    this.currentPage++;

                    for (int i = 0; i < this.actors.Length; i++)
                    {
                        if (this.actorEntrancePage[i] == this.currentPage)
                        {
                            this.actors[i].StartTranslate(true);
                        }
                    }

                    for (int i = 0; i < this.actors.Length; i++)
                    {
                        if (this.actorExitPage[i] == this.currentPage)
                        {
                            this.actors[i].transform.localScale = new Vector3(
                                -this.actors[i].transform.localScale.x,
                                this.actors[i].transform.localScale.y,
                                this.actors[i].transform.localScale.z);
                            this.actors[i].StartTranslate(false);
                        }
                    }

                    if (this.currentPage >= this.pages.Length)
                    {
                        this.text.text = "";
                        this.canvas.SetActive(false);
                        this.waitingToExit = true;
                        this.start         = false;
                        this.state         = State.waiting;
                    }
                    else
                    {
                        this.pageChars   = this.pageStrings[this.currentPage].ToCharArray();
                        this.currentText = new System.Text.StringBuilder();
                        this.state       = State.displaying;
                    }
                }
            }
        }