private IEnumerator AnimationCoroutine(Action callback)
        {
            var particles =
                Instantiate(poof, AnturaPosition.position, AnturaPosition.rotation)
                as GameObject;

            var particles2 =
                Instantiate(poof, AnturaPosition.position, AnturaPosition.rotation)
                as GameObject;

            particles2.transform.localScale = new Vector3(2, 2, 2);
            particles2.SetLayerRecursive(AnturaLayers.ModelsOverUI);
            particles.transform.localScale = new Vector3(2, 2, 2);
            particles.SetLayerRecursive(AnturaLayers.ModelsOverUI);

            AssessmentConfiguration.Instance.Context.GetAudioManager().PlaySound(Sfx.Poof);

            yield return(TimeEngine.Wait(0.15f));

            AnturaAnimationController antura =
                Instantiate(anturaPrefab, AnturaPosition.position, AnturaPosition.rotation)
                as AnturaAnimationController;

            antura.gameObject.AddComponent <BringAnturaInFlagSpace>();

            antura.transform.localScale = Vector3.zero;
            antura.transform.DOScale(Vector3.one, 0.2f);

            yield return(TimeEngine.Wait(0.9f));

            antura.DoShout(
                () => AssessmentConfiguration.Instance.Context.GetAudioManager()
                .PlaySound(Sfx.DogBarking)
                );

            yield return(TimeEngine.Wait(1.2f));

            particles2 =
                Instantiate(poof, AnturaPosition.position, AnturaPosition.rotation)
                as GameObject;

            particles2.transform.localScale = new Vector3(2, 2, 2);
            particles2.SetLayerRecursive(AnturaLayers.ModelsOverUI);
            yield return(TimeEngine.Wait(1f));

            antura.transform.DOScale(Vector3.zero, 0.2f).SetEase(Ease.InExpo);
            callback();
        }
Esempio n. 2
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        private IEnumerator AngryState()
        {
            while (true)
            {
                yield return(state.EnterState());

                controller.IsAngry = true;
                controller.DoShout(() => audioManager.AnturaAngrySound());
                yield return(Wait.For(3.0f));

                controller.IsAngry = true;
                controller.State   = AnturaAnimationStates.sitting;

                yield return(state.Change(Idle));
            }
        }
        void Update()
        {
            var distance = target - transform.position;

            distance.y = 0;

            if (IsAnturaTime)
            {
                if (nextAnturaBarkTimer <= 0)
                {
                    PrepareNextAnturaBark();
                    antura.DoShout(() =>
                    {
                        AudioManager.I.PlaySfx(Sfx.DogBarking);
                    });
                }
                else
                {
                    nextAnturaBarkTimer -= Time.deltaTime;
                }
            }

            if (distance.sqrMagnitude < 0.1f)
            {
                // reached
                if (IsAnturaTime)
                {
                    SetRandomTarget();
                }
            }
            else
            {
                distance.Normalize();
                transform.position += distance * Mathf.Abs(Vector3.Dot(distance, transform.forward)) * ANTURA_SPEED * Time.deltaTime;
                MathUtils.LerpLookAtPlanar(transform, target, Time.deltaTime * 4);
            }
        }
        void Update()
        {
            antura.IsAngry = angry;

            antura.SetWalkingSpeed(walkSpeed);

            if (doTransition)
            {
                doTransition = false;
                antura.State = targetState;
            }

            if (doBurp)
            {
                doBurp = false;
                antura.DoBurp();
            }

            if (doBite)
            {
                doBite = false;
                antura.DoBite();
            }

            if (doShout)
            {
                doShout = false;
                antura.DoShout();
            }


            if (doSniff)
            {
                doSniff = false;
                antura.DoSniff();
            }


            if (onJumpStart)
            {
                onJumpStart = false;
                antura.OnJumpStart();
            }


            if (onJumpMiddle)
            {
                onJumpMiddle = false;
                antura.OnJumpMaximumHeightReached();
            }

            if (onJumpGrab)
            {
                onJumpGrab = false;
                antura.OnJumpGrab();
            }

            if (onJumpEnd)
            {
                onJumpEnd = false;
                antura.OnJumpEnded();
            }

            if (doCharge)
            {
                doCharge = false;
                antura.DoCharge(null);
            }

            if (doSpitOpen)
            {
                doSpitOpen = false;
                antura.DoSpit(true);
            }

            if (doSpitClosed)
            {
                doSpitClosed = false;
                antura.DoSpit(false);
            }

            if (onSlipStart)
            {
                onSlipStart = false;
                antura.OnSlipStarted();
            }

            if (onSlipEnd)
            {
                onSlipEnd = false;
                antura.OnSlipEnded();
            }
        }
        /// <summary>
        /// Progress through the states for Antura: standby->movetoletter->rotationback->bark->movetostandby->rotation->...
        /// </summary>
        private void AnturaNextTransition()
        {
            if (m_eAnturaState == AnturaContollerState.SLEEPING) //go to the letter
            {
                m_bMovingToDestination = true;
                //m_oAntura.SetAnimation(m_eAnimationOnMoving);
                m_oAntura.State = m_eAnimationOnMoving;

                m_eAnturaState = AnturaContollerState.REACHINGLETTER;
            }
            else if (m_eAnturaState == AnturaContollerState.REACHINGLETTER)//letter reached, rotate
            {
                //swap dest and start
                Vector3 _v3Temp = m_v3StartPosition;
                m_v3StartPosition = m_v3Destination;
                m_v3Destination   = _v3Temp;

                //rotate towards letter
                m_bRotatingToTarget = true;

                //set new state
                m_eAnturaState = AnturaContollerState.TURN_TO_BARK;
            }
            else if (m_eAnturaState == AnturaContollerState.TURN_TO_BARK)//now bark
            {
                //change animation and play sound
                //m_oAntura.SetAnimation(m_eAnimationOnLLReached);
                //m_oAntura.IsBarking = true;
                m_oAntura.State = m_eAnimationOnLLReached;
                m_oAntura.DoShout();
                ColorTickleConfiguration.Instance.Context.GetAudioManager().PlaySound(Sfx.DogBarking);

                m_fBarkTimeProgress = 0;

                //set new state
                m_eAnturaState = AnturaContollerState.BARKING;
            }
            else if (m_eAnturaState == AnturaContollerState.BARKING) //return back
            {
                m_bMovingToDestination = true;
                //m_oAntura.SetAnimation(m_eAnimationOnMoving);
                //m_oAntura.IsBarking = false;
                m_oAntura.State = m_eAnimationOnMoving;

                m_eAnturaState = AnturaContollerState.COMINGBACK;
            }
            else if (m_eAnturaState == AnturaContollerState.COMINGBACK) //rotate towards letter again
            {
                //swap dest and start
                Vector3 _v3Temp = m_v3StartPosition;
                m_v3StartPosition = m_v3Destination;
                m_v3Destination   = _v3Temp;

                //rotate
                m_bRotatingToTarget = true;

                //set new state
                m_eAnturaState = AnturaContollerState.ROTATION;
            }
            else if (m_eAnturaState == AnturaContollerState.ROTATION) //gone back to start
            {
                //change animation
                //m_oAntura.SetAnimation(m_eAnimationOnStandby);
                m_oAntura.State = m_eAnimationOnStandby;

                //set new state
                m_eAnturaState = AnturaContollerState.SLEEPING;
            }


            //launch event
            if (OnStateChanged != null)
            {
                OnStateChanged(m_eAnturaState);
            }
        }
 public void ReactNegatively()
 {
     animationController.DoShout();
 }
 public void ReactNegatively()
 {
     animationController.DoShout();
     Audio.AudioManager.I.PlaySound(Sfx.DogBarking);
 }