Esempio n. 1
0
    void CheckEdge()    // this code checks if the duck has gone out of the duckBoundary, and what should happen when it does
    {
        switch (duckState)
        {
        case DuckState.alive:                    // if the duck is alive, the code will ake sure it bounces around the duckBoundary

            if (Bounce())                        // if the duck bounced, we need to run code to update it's velocity and animations
            {                                    // if it didn't bounce, it would be a waste of resources to run this code
                rb.velocity = direction * speed; // and, set it's velocity to the new direction multiplied by the duck's speed

                if (direction.x > 0)
                {       // if the direction is positive, make it face right
                    animator.Play("Fly1");
                }
                else
                {       // otherwise, make it face left
                    animator.Play("Fly2");
                }
            }

            break;

        case DuckState.falling:             // if the duck is falling, the code will kill it when it reaches the bottom of the duckBoundary
            if (transform.position.y < duckBoundary.boundary.yMin)
            {                               // if the duck's y is less than the boundary's minimum y,
                duckState = DuckState.dead; // set it as dead,
                Dead();                     // and kill it
            }
            break;
        }
    }
Esempio n. 2
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    bool firstFall;                                                                                                          // is this the first loop where the duck is falling?

    void Start()
    {
        audioManager = AudioManager.instance;   // set up singletons
        duckBoundary = DuckBoundary.instance;

        animator = GetComponent <Animator>();
        rb       = GetComponent <Rigidbody2D>(); // access the various components
        hitbox   = GetComponent <Hitbox>();

        fallSound.InitializeAudioSource(gameObject.AddComponent <AudioSource>()); // initialize the fall sound

        speed     = Random.Range(minSpeed, maxSpeed);                             // generate a random speed for the duck
        direction = directions[Random.Range(0, directions.Length)];               // set the duck's direction to one of the 4 defined above

        firstFall = true;                                                         // the duck hasn't fallen yet, so the next fall will certainly be it's first

        if (direction.x < 0)
        {                          // the animator defaults to the animation "Fly1", which faces right. if the x direction is negative,
            animator.Play("Fly2"); // the duck will be flying left, so we have to play "FLy2", an animation that faces left
        }

        rb.velocity = direction * speed; // set the physics velocity to the duck's directional vector multiplied by the duck's speed

        duckState = DuckState.alive;     // make sure the duck is alive
    }
 protected virtual void Awake()
 {
     _state      = GetComponent <DuckState>();
     _health     = GetComponent <Health>();
     _carrier    = GetComponent <Carrier>();
     _diver      = GetComponent <DiveDamager>();
     _flyControl = GetComponent <FlyControl>();
 }
Esempio n. 4
0
 // Use this for initialization
 void Awake()
 {
     _state      = GetComponent <DuckState>();
     _health     = GetComponent <Health>();
     _data       = _state.Data;
     _carrier    = GetComponentInChildren <Carrier>();
     _blast      = GetComponentInChildren <Blast>();
     _body       = GetComponent <MovableBody>();
     _flyControl = GetComponent <FlyControl>();
 }
 private void Awake()
 {
     _view       = GetComponent <PlayerView>();
     _state      = GetComponent <DuckState>();
     _health     = GetComponent <Health>();
     _diver      = GetComponent <DiveDamager>();
     _body       = GetComponent <MovableBody>();
     _carrier    = GetComponent <Carrier>();
     _flyControl = GetComponent <FlyControl>();
 }
Esempio n. 6
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        public Duck(MainWindow window, int top, DuckController controller)
        {
            dispatcher = Dispatcher.CurrentDispatcher;
            aliveDuck = new AliveDuck(this);
            shotDuck = new ShotDuck(this);
            deadDuck = new DeadDuck(this);

            this.controller = controller;

            duckState = aliveDuck;
        }
Esempio n. 7
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 public void duckCamera(DuckState state)
 {
     if (state == DuckState.duckStart)
     {
         height = 8.0f;
     }
     else if (state == DuckState.duckOver)
     {
         height = deftHeight;
     }
 }
Esempio n. 8
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 public void OnDuckStateRestoringComplete(DuckState state)
 {
     object[] objArray1 = new object[] { state };
     base.method_8("OnDuckStateRestoringComplete", objArray1);
 }
Esempio n. 9
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 public void setDuckState(DuckState newDuckState)
 {
     duckState = newDuckState;
 }
Esempio n. 10
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        void Update()
        {
            if (m_isActive)
            {
                if ((m_currentState == DuckState.Inactive) ||
                    (m_currentState == DuckState.Release))
                {
                    if (m_attack == 0.0f)
                    {
                        m_currentState = DuckState.Hold;
                        m_fadeT        = 1.0f;
                    }
                    else
                    {
                        m_currentState = DuckState.Attack;
                        m_faderSpeed   = (1.0f) / m_attack;
                    }
                }
            }
            else
            {
                if (m_currentState != DuckState.Inactive)
                {
                    if (m_attack == 0.0f)
                    {
                        m_currentState = DuckState.Inactive;
                        m_fadeT        = 0.0f;
                    }
                    else
                    {
                        m_currentState = DuckState.Release;
                        m_faderSpeed   = (1.0f) / m_release;
                    }
                }
            }

            switch (m_currentState)
            {
            case DuckState.Attack:
                m_fadeT += m_faderSpeed * WingroveRoot.GetDeltaTime();
                if (m_fadeT >= 1.0f)
                {
                    m_fadeT        = 1.0f;
                    m_currentState = DuckState.Hold;
                }
                break;

            case DuckState.Hold:
                m_fadeT = 1.0f;
                break;

            case DuckState.Release:
                m_fadeT -= m_faderSpeed * WingroveRoot.GetDeltaTime();
                if (m_fadeT <= 0.0f)
                {
                    m_fadeT        = 0.0f;
                    m_currentState = DuckState.Inactive;
                }
                break;

            case DuckState.Inactive:
                break;
            }
        }
        void Update()
        {
            bool hasActiveCues = false;
            foreach (BaseWingroveAudioSource was in m_audioSources)
            {
                if (was.HasActiveCues())
                {
                    hasActiveCues = true;
                }
            }

            if (hasActiveCues)
            {

                if ((m_currentState == DuckState.Inactive)
                    || (m_currentState == DuckState.Release))
                {
                    if (m_attack == 0.0f)
                    {
                        m_currentState = DuckState.Hold;
                        m_fadeT = 1.0f;
                    }
                    else
                    {
                        m_currentState = DuckState.Attack;
                        m_faderSpeed = (1.0f) / m_attack;
                    }
                }
            }
            else
            {
                if (m_currentState != DuckState.Inactive)
                {
                    if (m_attack == 0.0f)
                    {
                        m_currentState = DuckState.Inactive;
                        m_fadeT = 0.0f;
                    }
                    else
                    {
                        m_currentState = DuckState.Release;
                        m_faderSpeed = (1.0f) / m_release;
                    }
                }
            }

            switch (m_currentState)
            {
                case DuckState.Attack:
                    m_fadeT += m_faderSpeed * WingroveRoot.GetDeltaTime();
                    if (m_fadeT >= 1.0f)
                    {
                        m_fadeT = 1.0f;
                        m_currentState = DuckState.Hold;
                    }
                    break;
                case DuckState.Hold:
                    m_fadeT = 1.0f;
                    break;
                case DuckState.Release:
                    m_fadeT -= m_faderSpeed * WingroveRoot.GetDeltaTime();
                    if (m_fadeT <= 0.0f)
                    {
                        m_fadeT = 0.0f;
                        m_currentState = DuckState.Inactive;
                    }
                    break;
                case DuckState.Inactive:
                    break;
            }
        }
Esempio n. 12
0
        void Update()
        {
            bool hasActiveCues = false;

            foreach (BaseWingroveAudioSource was in m_audioSources)
            {
                if (was.HasActiveCues())
                {
                    hasActiveCues = true;
                }
            }

            if (hasActiveCues)
            {
                if ((m_currentState == DuckState.Inactive) ||
                    (m_currentState == DuckState.Release))
                {
                    if (m_attack == 0.0f)
                    {
                        m_currentState = DuckState.Hold;
                        m_fadeT        = 1.0f;
                    }
                    else
                    {
                        m_currentState = DuckState.Attack;
                        m_faderSpeed   = (1.0f) / m_attack;
                    }
                }
            }
            else
            {
                if (m_currentState != DuckState.Inactive)
                {
                    if (m_attack == 0.0f)
                    {
                        m_currentState = DuckState.Inactive;
                        m_fadeT        = 0.0f;
                    }
                    else
                    {
                        m_currentState = DuckState.Release;
                        m_faderSpeed   = (1.0f) / m_release;
                    }
                }
            }

            switch (m_currentState)
            {
            case DuckState.Attack:
                m_fadeT += m_faderSpeed * WingroveRoot.GetDeltaTime();
                if (m_fadeT >= 1.0f)
                {
                    m_fadeT        = 1.0f;
                    m_currentState = DuckState.Hold;
                }
                break;

            case DuckState.Hold:
                m_fadeT = 1.0f;
                break;

            case DuckState.Release:
                m_fadeT -= m_faderSpeed * WingroveRoot.GetDeltaTime();
                if (m_fadeT <= 0.0f)
                {
                    m_fadeT        = 0.0f;
                    m_currentState = DuckState.Inactive;
                }
                break;

            case DuckState.Inactive:
                break;
            }
        }
Esempio n. 13
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 void Awake()
 {
     _state = GetComponent <DuckState>();
 }
Esempio n. 14
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 public void AnimateRestoringDuckState(DuckState state)
 {
     object[] objArray1 = new object[] { state };
     base.method_8("AnimateRestoringDuckState", objArray1);
 }
Esempio n. 15
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 public void ChangeDuckState(DuckState state, DuckMode mode)
 {
     object[] objArray1 = new object[] { state, mode };
     base.method_8("ChangeDuckState", objArray1);
 }
Esempio n. 16
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 // Use this for initialization
 void Awake()
 {
     _arbiter = GetComponent <Arbiter>();
     _arbiter.CollidersEnabled = false;
     _owner = transform.parent.GetComponent <DuckState>();
 }
Esempio n. 17
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        void Update()
        {
            if (m_isActive)
            {

                if ((m_currentState == DuckState.Inactive)
                    || (m_currentState == DuckState.Release))
                {
                    if (m_attack == 0.0f)
                    {
                        m_currentState = DuckState.Hold;
                        m_fadeT = 1.0f;
                    }
                    else
                    {
                        m_currentState = DuckState.Attack;
                        m_faderSpeed = (1.0f) / m_attack;
                    }
                }
            }
            else
            {
                if (m_currentState != DuckState.Inactive)
                {
                    if (m_attack == 0.0f)
                    {
                        m_currentState = DuckState.Inactive;
                        m_fadeT = 0.0f;
                    }
                    else
                    {
                        m_currentState = DuckState.Release;
                        m_faderSpeed = (1.0f) / m_release;
                    }
                }
            }

            switch (m_currentState)
            {
                case DuckState.Attack:
                    m_fadeT += m_faderSpeed * WingroveRoot.GetDeltaTime();
                    if (m_fadeT >= 1.0f)
                    {
                        m_fadeT = 1.0f;
                        m_currentState = DuckState.Hold;
                    }
                    break;
                case DuckState.Hold:
                    m_fadeT = 1.0f;
                    break;
                case DuckState.Release:
                    m_fadeT -= m_faderSpeed * WingroveRoot.GetDeltaTime();
                    if (m_fadeT <= 0.0f)
                    {
                        m_fadeT = 0.0f;
                        m_currentState = DuckState.Inactive;
                    }
                    break;
                case DuckState.Inactive:
                    break;
            }
        }