//SerialPort sp = new SerialPort("COM3", 9600); private void Start() { timeline.Reset(); src = GetComponent <AudioSource>(); currentState = timeline.GetCurrentState(); timer = currentState.duration; decor = DecorEnum.decor1; crowd.Happiness = 100; actorInLight = 2; audioIndex = 0; //sp.Open(); //sp.ReadTimeout = 1; }
private void Update() { if (!deathState) { timer -= Time.deltaTime; GetActualState(); currentState = timeline.GetCurrentState(); if (Input.GetKeyDown(KeyCode.Keypad1)) { decor = (DecorEnum)0; } if (Input.GetKeyDown(KeyCode.Keypad2)) { decor = (DecorEnum)1; } if (Input.GetKeyDown(KeyCode.Keypad3)) { decor = (DecorEnum)2; } decorobject.decor1.SetActive(false); decorobject.decor2.SetActive(false); decorobject.decor3.SetActive(false); if (decor == (DecorEnum)0) { decorobject.decor1.SetActive(true); } if (decor == (DecorEnum)1) { decorobject.decor2.SetActive(true); } if (decor == (DecorEnum)2) { decorobject.decor3.SetActive(true); } if (!inp.working) { if (Input.GetKeyDown(KeyCode.Keypad4) || inp.switch1) { if (audioIndex == 1) { src.Stop(); audioIndex = 0; } else { src.Stop(); src.PlayOneShot(clip1); audioIndex = 1; } } if (Input.GetKeyDown(KeyCode.Keypad5)) { if (audioIndex == 2) { src.Stop(); audioIndex = 0; } else { src.Stop(); src.PlayOneShot(clip2); audioIndex = 2; } } if (Input.GetKeyDown(KeyCode.Keypad6)) { if (audioIndex == 3) { src.Stop(); audioIndex = 0; } else { src.Stop(); src.PlayOneShot(clip3); audioIndex = 3; } } } if (Input.GetKeyDown(KeyCode.Keypad7)) { actorInLight = 1; } if (Input.GetKeyDown(KeyCode.Keypad8)) { actorInLight = 2; } if (Input.GetKeyDown(KeyCode.Keypad9)) { actorInLight = 3; } light1.SetActive(false); light2.SetActive(false); light3.SetActive(false); if (actorInLight == 1) { light1.SetActive(true); } if (actorInLight == 2) { light2.SetActive(true); } if (actorInLight == 3) { light3.SetActive(true); } bool isCorrect = timeline.GetCurrentState().CompareAll(actualState); if (timeline.UpdateTimeline()) { if (!isCorrect) { crowd.Happiness -= 33.33333f; } straf += 1; currentState = timeline.GetCurrentState(); timer = currentState.duration; } a1.targetLocation = new Vector2(positions[(int)currentState.actor1Position].position.x, positions[(int)currentState.actor1Position].position.y); a2.targetLocation = new Vector2(positions[(int)currentState.actor2Position].position.x, positions[(int)currentState.actor2Position].position.y); a3.targetLocation = new Vector2(positions[(int)currentState.actor3Position].position.x, positions[(int)currentState.actor3Position].position.y); if (crowd.Happiness <= 0) { deathState = true; } if (inp.working) { decor = (DecorEnum)(inp.row1 - 1); actorInLight = inp.row2; if (inp.switch3 && !beenon1) { src.PlayOneShot(clip1); beenon1 = true; } if (inp.switch2 && !beenon2) { src2.PlayOneShot(clip2); beenon2 = true; } if (inp.switch1 && !beenon3) { src3.PlayOneShot(clip3); beenon3 = true; } if (!inp.switch3) { src.Stop(); audioIndex = 0; beenon1 = false; } if (!inp.switch2) { src2.Stop(); audioIndex = 0; beenon2 = false; } if (!inp.switch1) { src3.Stop(); audioIndex = 0; beenon3 = false; } } if (currentState.CompareAll(actualState)) { timeline.nextState(); score += (int)timer; currentState = timeline.GetCurrentState(); timer = currentState.duration; } if (straf == 0) { cross1.fail = false; cross2.fail = false; cross3.fail = false; } if (straf == 1) { cross1.fail = true; cross2.fail = false; cross3.fail = false; } if (straf == 2) { cross1.fail = true; cross2.fail = true; cross3.fail = false; } if (straf == 3) { cross1.fail = true; cross2.fail = true; cross3.fail = true; } } if (deathState && Input.GetKeyDown("space")) { deathState = false; Scene scene = SceneManager.GetActiveScene(); SceneManager.LoadScene(scene.name); timeline.Reset(); } }