private void Start() { heroAnim = gameObject.GetComponent <Animator>(); _player = ReInput.players.GetPlayer((int)playerId); _rigidBody = GetComponent <Rigidbody2D>(); _gravity = Physics.gravity.y; if (playerId == 0) { _playerState = DreamState.GOOD; } else if (playerId == 1) { _playerState = DreamState.BAD; } else { _playerState = DreamState.Neutral; } _interactionObject = transform.GetComponentsInChildren <Transform>(true).FirstOrDefault(x => x.name == "Interaction_Indicator").gameObject; if (interactionSprite != null) { _interactionObject.GetComponent <SpriteRenderer>().sprite = interactionSprite; } _interactionObject.SetActive(false); }
// Update is called once per frame void Update() { if (Time.time >= lastTime + timestamp) { int r = Random.Range(0,100); if (r < 33) currentState = DreamState.cthulu; else if (r < 66) currentState = DreamState.forest; else currentState = DreamState.space; Debug.Log("skaczemy na " + currentState); lastTime = Time.time; } }
private void SetNightmare() { currentDreamState = nmareState; }
private void SetDream() { currentDreamState = dreamState; }