public void ToFly() { State = E_State.Fly; ioo.gameMode.PlayGameMusic(); ioo.gameMode.PlayPlaneMusic(); ioo.audioManager.StopBackMusic(TakeOff_Music); }
void HideControls(bool save) { State = E_State.IngameMenu; GuiManager.SetFadeOut(0.7f); DefaultSpriteUI.HideSprite(GuiInGameMenu.SpriteControlsOk); DefaultSpriteUI.HideSprite(GuiInGameMenu.SpriteControlsCancel); DefaultSpriteUI.HideSprite(GuiInGameMenu.SpriteControlsReset); DefaultSpriteUI.HideSprite(GuiInGameMenu.SpriteControlsBackground); GuiManager.Instance.ShowControlsForCustomize(false); DefaultSpriteUI.ShowSprite(GuiInGameMenu.SpriteControls); DefaultSpriteUI.ShowSprite(GuiInGameMenu.SpriteResume); DefaultSpriteUI.ShowSprite(GuiInGameMenu.SpriteQuit); if (save) { Game.Instance.SaveControls(); Player.Instance.UpdateControlsPosition(); } else { Game.Instance.LoadControls(); } }
// change camera mode public static void ChangeMode(E_State State) { if (null != Instance) { Instance.ChangeStateInternal(State); } }
private void OnUp() { Hold = true; CanUpdate = true; State = E_State.Up; ioo.audioManager.PlayBackMusic("Music_Player_Lift"); }
void Init() { CurIndex = 0; NextIndex = 1; MaxLife = 200; Life = MaxLife; IsDead = false; HasStone = false; HasThrow = false; CanChangeColor = true; HasStonrBornEffect = false; ioo.gameMode.Boss = this; State = E_State.Idle; Root = transform.Find("Root").transform; PathList = ioo.gameMode.Player.BossPathList; transform.localPosition = Vector3.zero; transform.localEulerAngles = Vector3.zero; Root.transform.localPosition = Vector3.zero; Root.transform.localEulerAngles = Vector3.zero; Anim = Root.GetComponent <Animator>(); MeshRender.material.SetColor("_EmissionColor", Color.white); PlayerPosList.Clear(); rate = Worth / MaxLife; }
}//end RecieverCode //for answer check, grab if "E_State" != Right, sort of deal. public void ResetError() {///Debug.LogWarning("Resetting value now"); //reset value of answer check state = E_State.Empty; if (heldObj != null) {//only apply if reciever/filled && type == E_Type.Filled //Debug.Log("null check works"); //if in doubt, go nuclear and reload scene instead. Lazy wise NewRocketPuzzle heldRef = heldObj.GetComponent<NewRocketPuzzle>(); heldRef.type = E_Type.Puzzle;//reset value of answer check if (resetPos != null) { }//jnc cautious check else Debug.LogWarning("variable error - resetPos is null"); //reset heldObj to (mostly) initial settings heldObj.transform.position = resetPos; heldObj.tag = "Draggable"; heldObj = null; }//endif type = E_Type.Reciever; }//end ResetError
private void TriggerFly() { CanUpdate = true; State = E_State.Fly; Anim.speed = 1; //ioo.audioManager.PlaySound2D("Music_Dragon_Fire"); }
/// <summary> /// 上への速度を追加、ジャンプモーションへ移行 /// </summary> /// <param name="jumpVerticalSpeed">上方向への初速度</param> public void Jump(float jumpVerticalSpeed) { this.countJumpTime = 0f; this.countJumpLevel = 0; this.checkPressJumpButton = false; this._velocity.y = 0f; //進行方向を向く if (!(this._velocity.x == 0f && this._velocity.z == 0f)) { this.transform.forward = new Vector3(this._velocity.x, 0f, this._velocity.z); } //if (this._velocity.magnitude >= this.maxNormalAirHorizontalSpeed) this._velocity *= this.maxNormalAirHorizontalSpeed / this._velocity.magnitude; this._velocity.y = jumpVerticalSpeed; this._isGrounded = false; if (this.currentState != E_State.SpinJumping) { this.currentState = E_State.JumpToTop; this._playerAnimation.Play(PlayerAnimation.E_PlayerAnimationType.JumpToTop); } SEManager.Instance.Play(SEPath.JUMP_VOICE0, volumeRate: 0.5f); SEManager.Instance.Play(SEPath.JUMP_WIND0, volumeRate: 0.4f); SEManager.Instance.Play(SEPath.TRAMPOLINE_JUMP, volumeRate: 0.5f); this.checkPressJumpButton = true; this._wallKickTrigger.ResetTrigger(); }
public void OnExplosed() { Life = 0; State = E_State.Dead; BugAttack.OnDead(); EaterTime = 20; }
private void OnAttack() { AnimatorStateInfo info = Anim.GetCurrentAnimatorStateInfo(0); if (!info.IsName("Attack")) { Anim.SetInteger("State", (int)State); } else { if (info.normalizedTime >= 1.0f) { CanMove = true; GetTarget = false; Target = PathList[Index]; State = E_State.Move; } if (info.normalizedTime >= 0.8f && SkillCool) { SkillCool = false; WeaponBehaviour wb = WeaponManager.Instance.CreateWeapon(ModelName.WFireBall); wb.transform.position = FireBallBorn.position; wb.Owner = GameTag.Boss; wb.SetMoveToTargetTransform(ioo.gameMode.Player.BossAttackPoint, 40); } } }
/// <summary> /// 壁キック /// </summary> public void WallKick() { if (this._velocity.y >= -0.05f) { return; } this._isGrounded = false; this.currentState = E_State.JumpToTop; //移動させる this._velocity = new Vector3(this.NormalOfStickingWall.x * this.wallKickHorizontalSpeed + this._velocity.x, this.wallKickVerticalSpeed, this.NormalOfStickingWall.z * this.wallKickHorizontalSpeed + this._velocity.z); //回転 //this.transform.forward = this.NormalOfStickingWall; //壁の法線ベクトルを向く this.transform.forward = new Vector3(this._velocity.x, 0f, this._velocity.z); //移動方向を向く //animation this._playerAnimation.Play(PlayerAnimation.E_PlayerAnimationType.JumpToTop); SEManager.Instance.Stop(SEPath.STICKING_WALL); SEManager.Instance.Play(SEPath.JUMP_VOICE3, volumeRate: 0.7f); SEManager.Instance.Play(SEPath.JUMP_WIND0, volumeRate: 0.4f); //StartCoroutine(CoroutineManager.DelayMethod(0.3f, () => this.IsStickingWall = false)); }
void StartEnd() { string AnimName = Owner.AnimSet.GetCoverAnim(AnimSet.E_CoverAnim.AimEnd, Action.CoverPose, Action.CoverDirection); //Debug.Log("start end " + AnimName); State = E_State.End; Animation[AnimName].speed = 1.3f; EndOfStateTime = Animation[AnimName].length * 0.7f + Time.timeSinceLevelLoad; Owner.WeaponComponent.GetCurrentWeapon().SetBusy(Animation[AnimName].length); Owner.BlackBoard.CoverFire = false; CrossFade(AnimName, 0.15f, PlayMode.StopAll); Owner.SetDominantAnimName(AnimName); if (uLink.Network.isClient && Owner.NetworkView.isMine) { float newFOV = GameCamera.Instance.DefaultFOV; if (Owner.IsInCover) { newFOV *= Owner.WeaponComponent.GetCurrentWeapon().CoverFovModificator; } GameCamera.Instance.SetFov(newFOV, 60); } BlendUp = 0; BlendDown = 0; BlendRight = 0; BlendLeft = 0; Owner.BlackBoard.BusyAction = true; Owner.WeaponComponent.DisableCurrentWeapon(Animation[AnimName].length); }
/*void OnEnable() * { * Debug.Log(GameObject.name + " OnEnable"); * } * void OnDisable() * { * Debug.Log(GameObject.name + " Ondisable"); * }*/ // Update is called once per frame void FixedUpdate() { for (int i = EnemiesAlive.Count - 1; i >= 0; i--) { if (EnemiesAlive[i].IsAlive == true) { continue; } EnemiesAlive.RemoveAt(i); } if (State != E_State.E_IN_PROGRESS) { return; } if (EnemiesAlive.Count == 0) { State = E_State.E_FINISHED; if (LockOut != null) { LockOut.Unlock(); } if (SoundDataManager.Instance.IsSwitchingMusic()) { Mission.Instance.SetNewMusic(SoundDataManager.Instance.CalmMusic, SoundDataManager.Instance.CalmMusicVolume, SoundDataManager.Instance.CalmMusicFadeOutTime, SoundDataManager.Instance.CalmMusicFadeInTime); } MyGameZone.EnableAllActiveInteraction(true); } }
public void Lock() { if (State == E_State.E_ON) { return; } State = E_State.E_ON; GameObject.SetActive(true); if (Collision != null) { Collision.SetActive(true); } if (AnimON != null) { Animation.Play(AnimON.name); } if (AnimLoop != null) { Animation.PlayQueued(AnimLoop.name); } if (SoundOn != null) { AudioSource.PlayOneShot(SoundOn); } // Debug.Log(GameObject.name + " Lock " + State); }
/// <summary> /// ヒップドロップ。空中でvelocity0に。一瞬待って真下に等速運動 /// </summary> private void HipDrop() { this.StopAllCoroutineOfRotation(); //現在はbackFlipのコルーチンのみ //this.IsStickingWall = false; this.IsHipDropping = true; this._velocity = Vector3.zero; this.transform.rotation = new Quaternion(0f, this.transform.rotation.y, 0f, this.transform.rotation.w); this.currentState = E_State.HipDropping; this._playerAnimation.Play(PlayerAnimation.E_PlayerAnimationType.HipDrop); SEManager.Instance.Stop(SEPath.STICKING_WALL); SEManager.Instance.Play(SEPath.JUMP_VOICE8, volumeRate: 0.5f); SEManager.Instance.Play(SEPath.HIP_DROP_ROTATE); //CapsuleCollider _collider = GetComponent<CapsuleCollider>(); this._hitHeadCheck.localPosition = Vector3.zero; this._hitHeadCheck.localRotation = Quaternion.Euler(Vector3.zero); this._groundCheck.localPosition = Vector3.zero; this._groundCheck.localRotation = Quaternion.Euler(Vector3.zero); if (this.CountGroundNearFoots == 0) //地面スレスレでないとき { StartCoroutine(TransformManager.RotateInCertainTimeByAxisFromAway(this.transform, this.CenterPosition, E_TransformAxis.Right, 360f, 0.14f)); StartCoroutine(TransformManager.RotateInCertainTimeByAxisFromAway(this._hitHeadCheck, this.CenterPosition, E_TransformAxis.Right, -360f, 0.14f)); StartCoroutine(TransformManager.RotateInCertainTimeByAxisFromAway(this._groundCheck, this.CenterPosition, E_TransformAxis.Right, -360f, 0.14f)); StartCoroutine(CoroutineManager.DelayMethod(0.15f, () => { this._hitHeadCheck.localPosition = Vector3.zero; this._hitHeadCheck.localRotation = Quaternion.Euler(Vector3.zero); this._groundCheck.localPosition = Vector3.zero; this._groundCheck.localRotation = Quaternion.Euler(Vector3.zero); })); } StartCoroutine(CoroutineManager.DelayMethod(0.3f, () => { this._velocity.y = -1 * this.hipDropVerticalSpeed; })); }
protected override void Initialize(AgentAction action) { base.Initialize(action); Action = action as AgentActionUse; // Debug.Log(Time.timeSinceLevelLoad + " Action.InterObj.UseTime " + Action.InterObj.UseTime); if (Action.InterObj.GetEntryTransform()) { StartPosition = Transform.position; StartRotation = Transform.rotation; FinalRotation.SetLookRotation(Action.InterObj.GetEntryTransform().forward); FinalPosition = Action.InterObj.GetEntryTransform().position; CurrentMoveTime = 0; MoveTime = 0.2f; PositionOK = false; } else { PositionOK = true; } State = E_State.E_PREPARING_FOR_USE; }
//private void Attack() //{ // if (State == E_State.Dead) // return; // CanMove = false; // SkillCool = true; // State = E_State.Attack; // ioo.audioManager.PlayPersonSound("Person_Sound_Boss_Attack" + Random.Range(0, 3)); //} private void Bellow() { if (State == E_State.Dead) { return; } CanMove = false; SkillCool = true; State = E_State.Bellow; MeshCollider.enabled = false; ioo.gameMode.Player.Pause = true; ioo.gameMode.TimeScale(0.05f); FireEffect.SetActive(true); UsedHitList.Clear(); int rand = Random.Range(0, HitList.Count); for (int i = 0; i < HitList.Count; ++i) { if (i == rand) { continue; } UsedHitList.Add(HitList[i]); //HitList[i].EnableCollider(); } ioo.audioManager.PlayPersonSound("Person_Sound_Boss_Attack" + Random.Range(0, 3)); CanUpdateHit = true; CurIndex = 0; HitWaitTime = 0; HitWait = false; }
IEnumerator SpawnEnemiesInRounds(Round.RoundInfo[] SpawnRounds) { State = E_State.E_SPAWNING_ENEMIES; for (int i = 0; i < SpawnRounds.Length; i++) { Round.RoundInfo round = SpawnRounds[i]; float delay = round.SpawnDelay; while (delay > 0) { if (EnemiesAlive.Count == 0 || EnemiesAlive.Count <= round.MinEnemiesFomLastRound) { break; } yield return(new WaitForSeconds(0.5f)); delay -= 0.5f; } for (int ii = 0; ii < round.Spawns.Length; ii++) { Round.RoundInfo.SpawnInfo spawnInfo = round.Spawns[ii]; yield return(new WaitForSeconds(spawnInfo.SpawnDelay)); SpawnPointEnemy spawnpoint = GetAvailableSpawnPoint(spawnInfo.SpawnPoint == null || spawnInfo.SpawnPoint.Length == 0 ? SpawnPoints : spawnInfo.SpawnPoint); if (spawnInfo.RotateToPlayer) { Vector3 dir = Player.Instance.Agent.Position - spawnpoint.Transform.position; dir.Normalize(); spawnpoint.Transform.forward = dir; } GameObject enemy = Mission.Instance.GetHuman(spawnInfo.EnemyType, spawnpoint.Transform); while (enemy == null) { yield return(new WaitForSeconds(0.2f)); enemy = Mission.Instance.GetHuman(spawnInfo.EnemyType, spawnpoint.Transform); } CombatEffectsManager.Instance.PlaySpawnEffect(spawnpoint.Transform.position, spawnpoint.Transform.forward); Agent agent = enemy.GetComponent("Agent") as Agent; agent.PrepareForStart(); MyGameZone.AddEnemy(agent); EnemiesAlive.Add(agent); yield return(new WaitForSeconds(0.1f)); } } State = E_State.E_IN_PROGRESS; }
/// <summary> /// 巡逻 /// </summary> private void OnPatrol() { if (!BugAttack.gameObject.activeSelf) { BugAttack.gameObject.SetActive(true); BugAttack.transform.localPosition = BugAttack.Offset; BugAttack.transform.localEulerAngles = Vector3.zero; } float dis = Vector3.Distance(transform.position, ioo.gameMode.Player.FirePoint.transform.position); if (dis <= SearchLength) { BugAttack.Chase = true; State = E_State.Chase; return; } Vector3 dir = PatrolList[CurIndex].transform.position - transform.position; if (dir.magnitude < 0.4f) { ++CurIndex; CurIndex %= PatrolList.Count; } else { transform.position += dir.normalized * Time.deltaTime * PatrolSpeed * 0.5f; Quaternion toRotation = Quaternion.LookRotation(dir); transform.rotation = Quaternion.Lerp(transform.rotation, toRotation, Time.deltaTime * 10); } }
void EndOfDojo() { State = E_State.E_FINISHED; //Debug.Log("StartEndOfDojo " + Game.Instance.CurrentSurvivalRound); Mission.Instance.EndOfMission(true); }
public override void Restart() { State = E_State.E_OFF; gameObject.SetActive(true); Animation.Stop(); AnimON.SampleAnimation(InteractionObject, 0); base.Restart(); }
void UpdateAim() { if (EndOfStateTime <= Time.timeSinceLevelLoad) { State = E_State.Fire; Owner.BlackBoard.BusyAction = false; Action.SetSuccess(); } }
private void Init() { InPath = false; CurIndex = 0; Life = OrgLife; State = E_State.Patrol; Percent = NearestPercent; BugAttack.Chase = false; }
protected override void Initialize(AgentAction action) { base.Initialize(action); Action = action as AgentActionCoverFire; AnimNameBase = Owner.AnimSet.GetCoverAnim(AnimSet.E_CoverAnim.AimStart, Action.CoverPose, Action.CoverDirection); Animation[AnimNameBase].speed = 1.2f; EndOfStateTime = Animation[AnimNameBase].length * 0.9f + Time.timeSinceLevelLoad; Owner.WeaponComponent.GetCurrentWeapon().SetBusy(Animation[AnimNameBase].length); Owner.BlackBoard.MotionType = E_MotionType.None; State = E_State.Start; AnimNameUp = Owner.AnimSet.GetAimAnim(E_AimDirection.Up, Action.CoverPose, Action.CoverDirection); AnimNameDown = Owner.AnimSet.GetAimAnim(E_AimDirection.Down, Action.CoverPose, Action.CoverDirection); AnimNameRight = Owner.AnimSet.GetAimAnim(E_AimDirection.Right, Action.CoverPose, Action.CoverDirection); AnimNameLeft = Owner.AnimSet.GetAimAnim(E_AimDirection.Left, Action.CoverPose, Action.CoverDirection); Animation[AnimNameUp].layer = 1; Animation[AnimNameDown].layer = 1; Animation[AnimNameRight].layer = 1; Animation[AnimNameLeft].layer = 1; //AnimName = Owner.AnimSet.GetCoverAnim(AnimSet.E_CoverAnim.AimLoop, Owner.BlackBoard.CoverPose, Owner.BlackBoard.CoverDirection); Animation[AnimNameBase].wrapMode = WrapMode.ClampForever; CrossFade(AnimNameBase, 0.15f, PlayMode.StopSameLayer); Owner.SetDominantAnimName(AnimNameBase); float time = Animation[AnimNameBase].length * 0.9f; if (uLink.Network.isClient && Owner.NetworkView.isMine) { float newFOV = GameCamera.Instance.DefaultFOV; newFOV *= Owner.WeaponComponent.GetCurrentWeapon().CoverFireFovModificator; GameCamera.Instance.SetFov(newFOV, 60); } UpdateBlendValues(); Animation[AnimNameUp].weight = 0; Animation[AnimNameDown].weight = 0; Animation[AnimNameRight].weight = 0; Animation[AnimNameLeft].weight = 0; Animation.Blend(AnimNameUp, BlendUp, time); Animation.Blend(AnimNameDown, BlendDown, time); Animation.Blend(AnimNameRight, BlendRight, time); Animation.Blend(AnimNameLeft, BlendLeft, time); Owner.WeaponComponent.DisableCurrentWeapon(time); }
public void Enable() { gameObject.SetActive(true); State = E_State.WaitStart; for (int i = 0; i < SpawnZones.Length; i++) { SpawnZones [i].Enable(); } }
void HideItems(E_CommandID activeCommandId) { if (m_State != E_State.Visible) { return; } m_State = E_State.Hidding; Owner.StartCoroutine(HideItems_Coroutine(activeCommandId)); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { Entities.ForEach((in C_SyncAnimationMono pSync) => { if (m_LastState != pSync.State) { m_LastState = pSync.State; m_Animations.GetObject(pSync.Id).SetTrigger(pSync.State.ToString()); } })
/// <summary> /// スピンジャンプ。水平方向に移動しやすい。 /// </summary> private void SpinJump() { this._isGrounded = false; this._velocity.y = this.spinJumpVerticalSpeed; this.currentState = E_State.SpinJumping; this._playerAnimation.Play(PlayerAnimation.E_PlayerAnimationType.SpinJump); SEManager.Instance.Play(SEPath.JUMP_VOICE7, volumeRate: 0.5f); SEManager.Instance.Play(SEPath.JUMP_WIND1); }
private void InitializeKnockdownUp() { string animName = Owner.AnimSet.GetKnockdowAnim(E_KnockdownState.Up, Owner.BlackBoard.WeaponSelected); CrossFade(animName, 0.05f); EndOfStateTime = Time.timeSinceLevelLoad + AnimEngine[animName].length * 0.9f; State = E_State.End; Owner.EnableCollisions(); }
private void InitializeDeath() { string animName = Owner.AnimSet.GetKnockdowAnim(E_KnockdownState.Fatality, Owner.BlackBoard.WeaponSelected); CrossFade(animName, 0.1f); EndOfStateTime = Time.timeSinceLevelLoad + AnimEngine[animName].length * 0.9f; ActionDeath.SetSuccess(); State = E_State.Death; Owner.BlackBoard.MotionType = E_MotionType.Death; }