Exemple #1
0
 public void ChangeState(PlayerStates state)
 {
     if (_state != null)
     {
         _state.Dispose();
         _state = null;
     }
     Debug.Log("Changing to player state : " + state.ToString());
     _state = _stateFactory.CreateState(state);
     _state.Start();
 }
Exemple #2
0
    public virtual void Update()
    {
        // Gets the anolog input from the player
        // Checks to see if the X & Y are in different directions then the previous frames
        // Also checks the distance the analog stick has traveled
        // If the analog stick has traveled too far and the directions are different the player will skid
        previousInput  = currentInput;
        targetVelocity = new Vector3(-XCI.GetAxis(XboxAxis.LeftStickX, playerNumber), 0f, -XCI.GetAxis(XboxAxis.LeftStickY, playerNumber));
        targetVelocity.Normalize();
        currentInput = new Vector2(targetVelocity.x, targetVelocity.z);

        Vector2 prevDir    = new Vector2(previousInput.x > 0 ? 1 : previousInput.x < 0 ? -1 : 0, previousInput.y > 0 ? 1 : previousInput.y < 0 ? -1 : 0);
        Vector2 currentDir = new Vector2(currentInput.x > 0 ? 1 : currentInput.x < 0 ? -1 : 0, currentInput.y > 0 ? 1 : currentInput.y < 0 ? -1 : 0);

        delta = Vector2.Distance(currentInput, previousInput);

        if (currentState == PlayerStates.Run && delta > maxAnalogChange && (prevDir.x != currentDir.x || prevDir.y != currentDir.y))
        {
            if (speed >= maxSpeed)
            {
                SetState(PlayerStates.Stopping);
            }
        }

        // Controls player states
        if (currentState != targetState)
        {
            StopCoroutine(currentState.ToString());
            pastState     = previousState;
            previousState = currentState;
            currentState  = targetState;
            StartCoroutine(currentState.ToString());
        }

        Counters();
    }
Exemple #3
0
        public bool PlaySongAsync(string song)
        {
            double playerpos = player.CurrentPosition;

            Debug.Print("playing {0}\n", song);

            Dictionary <String, String> properties = new Dictionary <string, string>();

            var TimeElapsed = DateTime.UtcNow - LastTime;

            properties["TrackCount"]  = Playlist.Count.ToString();
            properties["LoopMode"]    = isLooping.ToString();
            properties["CompareMode"] = isAligned.ToString();
            properties["PlayMode"]    = playerState.ToString();

            LastTime = DateTime.UtcNow;

            Analytics.TrackEvent("PlayTrack", properties);

            try
            {
                player.Stop();

                using (Stream s = new FileStream(song, FileMode.Open))
                {
                    if (player.Load(s))
                    {
                        if (playerState != PlayerStates.Stopped && isAligned)
                        {
                            player.Seek(playerpos);
                        }

                        NowPlaying = Path.GetFileNameWithoutExtension(song);

                        StartPlayer();
                    }
                    else
                    {
                        properties.Clear();
                        properties["Length"] = s.Length.ToString();
                        properties["Type"]   = Path.GetExtension(song);

                        Analytics.TrackEvent("PlayCurrent player.Load failed", properties);

                        ErrorMsg(AppResources.SongPlayFailedTitle, AppResources.SongPlayFailed, AppResources.OK);
                        StopPlayer();

                        return(false);
                    }
                }
            }
            catch (Exception ex)
            {
                ErrorMsg(AppResources.SongPlayFailedTitle, ex.Message, AppResources.OK);
                Debug.Print(ex.ToString());

                return(false);
            }

            return(true);
        }
    void SetAnimationState(PlayerStates animationState)
    {
        _animationState = animationState;

        _animator.Play(_animationState.ToString());
    }