private void RemoveCoffee(ObserveAngle observeAngle)
    {
        ben.GetComponent <Inspectable>().OnPlayerReachObserveAngle -= RemoveCoffee;
        var inventory = GameObject.Find("Inventory");

        Destroy(inventory.transform.GetChild(inventory.transform.childCount - 1).gameObject);
    }
 void HandlePlayerStartMovingObserveAngle(ObserveAngle observable)
 {
     StopAllCoroutines();
     cameraRig.transform.position = observable.playerMovingCameraTransform.position;
     cameraRig.transform.rotation = observable.playerMovingCameraTransform.rotation;
     currentView = observable.playerMovingCameraTransform.gameObject;
 }
    void HandlePlayerReachObserveAngle(ObserveAngle observable)
    {
        StopAllCoroutines();

        if (observable.playerReachCameraTransform.GetComponent <CamTriggerBackButtonTag>() != null)
        {
            OnCameraChangeTriggerBackButton();
        }
        cameraRig.transform.position = observable.playerReachCameraTransform.position;
        cameraRig.transform.rotation = observable.playerReachCameraTransform.rotation;
        currentView = observable.playerReachCameraTransform.gameObject;

        FloatObject floatObject = observable.GetComponent <FloatObject>();

        if (floatObject != null)
        {
            StartCoroutine(FollowCamCo(observable.playerReachCameraTransform));
        }
    }
    protected override IEnumerator InspectableOnClickCo(NavMeshAgent agent)
    {
        //change cameraAngleBeforeReach
        //////return sth here
        //clickToMove.coroutineRunning = true;
        print("ground coroutine");
        ObserveAngle observable   = GetComponent <ObserveAngle>();
        int          currentFrame = 0;

        if (observable != null)
        {
            while (currentFrame < 10)
            {
                currentFrame++;
                yield return(null);
            }

            OnPlayerClickOnGroundObserveAngle(observable);
        }
        print("ground coroutine own stop");
        //clickToMove.coroutineRunning = false;
        yield break;
    }
Exemple #5
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 void HandlePlayerClickOnGround(ObserveAngle observable)
 {
     print("re-enable parent collider and disable its childrens colliders");
     SetColliderState();
     SetHandlers(false);
 }
Exemple #6
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 void HandlePlayerReachObserveAngle(ObserveAngle observable)
 {
     print("disable a parent object and enable its children objects collider");
     SetColliderState(false);
     SetHandlers(true);
 }
Exemple #7
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    protected override IEnumerator InspectableOnClickCo(NavMeshAgent agent)
    {
        //clickToMove.coroutineRunning = true;
        //change cameraAngleBeforeReach
        //////return sth here
        print("inspectable coroutine");
        ObserveAngle observable = GetComponent <ObserveAngle>();

        int currentFrame = 0;

        if (observable != null && clickToMove != null)
        {
            //Unity AI doesn the path calculation for the first few frames, during these frames, agent.hasPath return false, and agent.remainingDistance return 0, so we bypass these frames with a coroutine
            while (currentFrame < 10)
            {
                //if (clickToMove.reset)
                //{

                //    clickToMove.reset = false;
                //    Debug.Log(clickToMove.reset);
                //    yield break;
                //}
                currentFrame++;
                yield return(null);
            }

            //when the calculation is done, we can check for has path
            while (agent.remainingDistance > agent.stoppingDistance && agent.remainingDistance > 0.5f)
            {
                //anytime there is a click on the ClickToMove object, stop this coroutine
                //if (clickToMove.reset)
                //{

                //    clickToMove.reset = false;
                //    Debug.Log(clickToMove.reset);
                //    yield break;
                //}

                //print("I'm still far away");

                OnPlayerStartMovingObserveAngle(observable);

                yield return(null);
            }


            //if (clickToMove.reset)
            //{

            //    clickToMove.reset = false;
            //    Debug.Log(clickToMove.reset);
            //    yield break;
            //}

            //print("I'm here");
            //ObserveAngle observable = GetComponent<ObserveAngle>();

            OnPlayerReachObserveAngle(observable);

            yield return(null);
        }
        //clickToMove.coroutineRunning = false;
        print("inspectable coroutine own stop");
        yield break;
    }
Exemple #8
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 public void ClickCamBackButton(ObserveAngle observable)
 {
     OnCamBackButtonClick();
     camBackButton.SetActive(false);
 }