//private CharacterController charControler; // Use this for initialization void Start() { //Debug.Log("Start Robot"); generalMoveSpeed = GameWorld.Instance.MoveSpeed; jumpHeight = GameWorld.Instance.JumpHeight; currentDirection = new Vector3(generalMoveSpeed,0,0); gravity = GameWorld.Instance.Gravity; jumpingGravity = GameWorld.Instance.JumpGravity; currentSpeed = generalMoveSpeed; increaseSteps = GameWorld.Instance.SpeedIncreaseStep; decreaseSteps = GameWorld.Instance.SpeedDecreaseStep; minSpeed = GameWorld.Instance.MinSpeed; maxSpeed = GameWorld.Instance.MaxSpeed; currentState = GameWorld.Instance.Emotions.GetState(currentSpeed); targetTumbleTime = 0; timeTumbling = 0; lastState = currentState; AfterTumbling = false; afterTumblingSpeedUp = GameWorld.Instance.AfterTumblingSpeedUp; jumping = false; movieTexture = gameObject.GetComponent<AnimatedUVBehaviour>() as AnimatedUVBehaviour; standardFrameRate = movieTexture.MovieSpeedFPS; lastPosition = currentDirection; standardRotation = gameObject.transform.rotation; movieTexture.Textures[0] = sadTexture; movieTexture.ReloadTexture(); sound = gameObject.GetComponent<AudioSource>() as AudioSource; Torso.gameObject.renderer.enabled = false; Leg1.gameObject.renderer.enabled = false; Leg2.gameObject.renderer.enabled = false; Arm1.gameObject.renderer.enabled = false; Arm2.gameObject.renderer.enabled = false; Head.gameObject.renderer.enabled = false; charControler = GetComponent<CharacterController>(); }
private void checkEmotionState() { // Just a Dummy currentState = GameWorld.Instance.Emotions.GetState(currentSpeed); //Debug.Log("currentState: " + currentState); if(lastState != currentState){ if(currentState == EmotionStates.States.TooFast){ Debug.Log("Reached To Fast"); IncreaseSpeed(maxSpeed); // Do Graphic Changes here if(ChangeToTooFast != null){ sound.clip = ChangeToTooFast; sound.Play(); } if(!duringHit){ movieTexture.Textures[0] = crazyTexture; movieTexture.ReloadTexture(); } } else if(currentState == EmotionStates.States.TooSlow){ Debug.Log("Reached Too Slow"); DecreaseSpeed(maxSpeed); if(ChangeToTooSlow != null){ sound.clip = ChangeToTooSlow; sound.Play(); } // Do Graphic Changes here if(!duringHit){ movieTexture.Textures[0] = sadTexture; movieTexture.ReloadTexture(); } } else{ if(ChangeToTooNormal != null){ sound.clip = ChangeToTooNormal; sound.Play(); } if(!duringHit){ movieTexture.Textures[0] = normalTexture; movieTexture.ReloadTexture(); } } lastState = currentState ; } }