private void OnTriggerEnter(Collider other)
 {
     if (other.tag.CompareTo("Slider") == 0)
     {
         slider = other.gameObject;
         //print("slider enter:" + other.gameObject.name);
         GameObject      wall       = other.gameObject.transform.parent.gameObject;
         List <Animator> statesList = statesController.GetStatesList();
         foreach (Animator states in statesList)
         {
             if (states.GetCurrentAnimatorStateInfo(0).IsName("Wall"))
             {
                 if (states.GetBehaviour <Wall_State>().GetWall() == wall)
                 {
                     print("door wall is " + wall.name);
                     robotic_wall_states = states;
                     states.SetBool("SliderEnterDoor", true);
                     states.GetBehaviour <DoorFrameState>().SetFrame(this.gameObject.transform.GetChild(0).gameObject);
                     states.GetBehaviour <DoorFrameState>().SetDoorWall(wall);
                     //states.GetBehaviour<DoorFrameState>().SetSlider(other.gameObject);
                 }
             }
         }
     }
 }
 // Use this for initialization
 void Start()
 {
     statesController    = GameObject.Find("StatesController").GetComponent <FSMSystem>();
     statesList          = statesController.GetStatesList();
     user                = GameObject.Find("Camera (eye)").gameObject;
     robotic_wall_states = null;
     elevator            = null;
 }
Exemple #3
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 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     robotic_wall.Set_Robotic_Wall(animator.gameObject);
     statesController = GameObject.Find("StatesController").GetComponent <FSMSystem>();
     statesList       = statesController.GetStatesList();
     wall_requester   = GameObject.Find("User_Encounter_Area").GetComponent <Wall_Requester>();
     //put the wall which the elevator setteled in to sloved List
     ele_wall      = GameObject.Find("Wall_Elevator_True");
     eleva         = animator.GetBehaviour <ElevatorState>().GetElevator();
     ele_requester = eleva.GetComponent <Elevator_Requester>();
     Debug.Log("eleva =" + ele_wall.name);
     wall_requester.SetWallSolved(ele_wall);
     ele_requester.AllocateElevator(animator);
 }
Exemple #4
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 // Use this for initialization
 void Start()
 {
     statesController = GameObject.Find("StatesController").GetComponent <FSMSystem>();
     statesList       = statesController.GetStatesList();
 }
 // Use this for initialization
 void Start()
 {
     statesController = GameObject.Find("StatesController").GetComponent <FSMSystem>();
     statesList       = statesController.GetStatesList();
     red = GetComponent <Renderer>().material;
 }