Esempio n. 1
0
 public override void Charging(bool onPlate)
 {
     if (onPlate)
     {
         details.RechargeBattery();
     }
     else
     {
         currentState = new DefaultAIState(details);
         details.StopSFX();
     }
 }
Esempio n. 2
0
 public override CharacterState UpdateState()
 {
     if (despawnTime > 0)
     {
         despawnTime -= Time.deltaTime;
     }
     else
     {
         details.DespawnCube();
         currentState = new DefaultAIState(details);
     }
     return(currentState);
 }
Esempio n. 3
0
 public override CharacterState UpdateState()
 {
     if (failTime > 0)
     {
         failTime -= Time.deltaTime;
     }
     else
     {
         details.RestartPuzzle();
         currentState = new DefaultAIState(details);
     }
     return(currentState);
 }
Esempio n. 4
0
 public override CharacterState UpdateState()
 {
     if (timeTillStart > 0)
     {
         timeTillStart -= Time.deltaTime;
     }
     else
     {
         details.ResetBattery();
         currentState     = new DefaultAIState(GameManager.aiDetails);
         GameManager.isAI = true;
         GameManager.aiDetails.lastFirewall = firewallManager;
         firewallManager.StartFirewall();
     }
     return(currentState);
 }
Esempio n. 5
0
 public override CharacterState UpdateState()
 {
     if (spawnTime > 0)
     {
         spawnTime -= Time.deltaTime;
     }
     else if (spawnTime <= 0)
     {
         if (wonPuzzle)
         {
             currentState = new WinPuzzleState(details);
             currentState.WinPuzzle();
         }
         else
         {
             currentState = new DefaultAIState(details);
         }
     }
     return(currentState);
 }