Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        // SPECIAL FOR THE TUTORIAL TEDDY
        // TODO: MAKE IT NOT HARD CODED... unless we don't actually have to
        state.selectable = false;
        state.facing = TeddyState.Facing.RIGHT;

        if (_wisp == null)
            _wisp = FindObjectOfType<FollowSelectedTeddy>();

        Ray ray_down = new Ray(transform.position, new Vector3(0.0f, -1.0f));
        float distance = (transform.position - player.transform.position).magnitude;

        //Debug.Log(distance + " > " + max_dist_to_player + " : " + (distance > max_dist_to_player));
        if (distance > max_dist_to_player)
        {
            state.state = TeddyState.State.WAITING;
            if (_wisp)
                _wisp.UnSetTarget();
        }
        else if (distance < trigger_dist_to_player)
        {
            if (_wisp)
                _wisp.SetTarget(gameObject);
            if (state.facing == TeddyState.Facing.RIGHT)
                state.state = TeddyState.State.MOVING_RIGHT;
            else
                state.state = TeddyState.State.MOVING_LEFT;
        }
    }
Exemple #2
0
    void UnHighlight()
    {
        FollowSelectedTeddy wisp = FindObjectOfType <FollowSelectedTeddy>();

        if (wisp)
        {
            wisp.UnSetTarget();
        }
    }
Exemple #3
0
    // Use this for initialization
    void Start()
    {
        //body = GetComponent<Rigidbody>();
        //state = State.MOVING_RIGHT;
        state            = GetComponent <TeddyState>();
        player           = GameObject.FindObjectOfType <Player>();//GetGame<Player>();
        state.selectable = false;

        _wisp = null;
    }
Exemple #4
0
    // Use this for initialization
    void Start()
    {
        //body = GetComponent<Rigidbody>();
        //state = State.MOVING_RIGHT;
        state = GetComponent<TeddyState>();
        player = GameObject.FindObjectOfType<Player>();//GetGame<Player>();
        state.selectable = false;

        _wisp = null;
    }
Exemple #5
0
    void Highlight()
    {
        FollowSelectedTeddy wisp = FindObjectOfType <FollowSelectedTeddy>();

        if (wisp)
        {
            wisp.SetTarget(gameObject);
        }
        else
        {
            Debug.Log("no wisp for highlight");
        }
    }
Exemple #6
0
    ////////////////////////////////////////////////////////////////////
    /// UNITY FUNCTIONS
    ////////////////////////////////////////////////////////////////////
    void Start()
    {
        _channeling = false;
        _direction  = true;
        _grounded   = false;
        _target     = null;
        _jumping    = false;

        // Instantiate wisp
        Vector3 pos = new Vector3(transform.position.x, transform.position.y, -1.0f);

        _wisp = Instantiate(_wisp_prefab, pos, Quaternion.identity) as FollowSelectedTeddy;
        //Debug.Log(_wisp);

        _animator = GetComponentInChildren <Animator>();
    }
Exemple #7
0
    // Update is called once per frame
    void Update()
    {
        // SPECIAL FOR THE TUTORIAL TEDDY
        // TODO: MAKE IT NOT HARD CODED... unless we don't actually have to
        state.selectable = false;
        state.facing     = TeddyState.Facing.RIGHT;

        if (_wisp == null)
        {
            _wisp = FindObjectOfType <FollowSelectedTeddy>();
        }


        Ray   ray_down = new Ray(transform.position, new Vector3(0.0f, -1.0f));
        float distance = (transform.position - player.transform.position).magnitude;

        //Debug.Log(distance + " > " + max_dist_to_player + " : " + (distance > max_dist_to_player));
        if (distance > max_dist_to_player)
        {
            state.state = TeddyState.State.WAITING;
            if (_wisp)
            {
                _wisp.UnSetTarget();
            }
        }
        else if (distance < trigger_dist_to_player)
        {
            if (_wisp)
            {
                _wisp.SetTarget(gameObject);
            }
            if (state.facing == TeddyState.Facing.RIGHT)
            {
                state.state = TeddyState.State.MOVING_RIGHT;
            }
            else
            {
                state.state = TeddyState.State.MOVING_LEFT;
            }
        }
    }
Exemple #8
0
    ////////////////////////////////////////////////////////////////////
    /// UNITY FUNCTIONS
    ////////////////////////////////////////////////////////////////////
    void Start()
    {
        _channeling = false;
        _direction = true;
        _grounded = false;
        _target = null;
        _jumping = false;

        // Instantiate wisp
        Vector3 pos = new Vector3(transform.position.x, transform.position.y, -1.0f);
        _wisp = Instantiate(_wisp_prefab, pos, Quaternion.identity) as FollowSelectedTeddy;
        //Debug.Log(_wisp);

        _animator = GetComponentInChildren<Animator>();
    }