private IEnumerator playEmotion(EmotionStates emotion) { int i = (int)emotion; if (emotions[i].Cloud != -1) { cloud.SetActive(true); } else { cloud.SetActive(false); } AssigEmotion(i); setAnim(emotion, true); yield return(new WaitForSeconds(emoteduration)); setAnim(emotion, false); i = (int)EmotionStates.Normal; AssigEmotion(i); cloud.SetActive(false); }
public void newEmotion(EmotionStates emotion) { if (routine != null) { StopCoroutine(routine); } routine = playEmotion(emotion); StartCoroutine(routine); }
private void OnClick() { float random = Random.Range(0, 10); if (random > 4) { _emotion = EmotionStates.Angry; } else { _emotion = EmotionStates.Happy; } }
void AssigEmotion(int i) { current_emotion = (EmotionStates)i; Rect rect = clouds[0].raw.uvRect; materials[0].mat.mainTextureOffset = -materials[0].offsets[emotions[i].Eyes - 1]; materials[1].mat.mainTextureOffset = -materials[1].offsets[emotions[i].Mouth - 1]; if (emotions[i].Cloud != -1) { rect.position = clouds[0].offsets[emotions[i].Cloud - 1]; } clouds[0].raw.uvRect = rect; }
public void SetFace(EmotionStates state) { _emotion = state; UpdateFace(); }
void setAnim(EmotionStates emotion, bool enable) { anim.ForceStateNormalizedTime(0); if (emotion == EmotionStates.Angry) { source.clip = clips[2]; anim.SetBool("Angry", enable); anim.SetBool("Sad", false); anim.SetBool("Happy", false); anim.SetBool("Eat", false); anim.SetBool("Walk", false); } else if (emotion == EmotionStates.Bored) { source.clip = clips[3]; anim.SetBool("Angry", false); anim.SetBool("Bored", enable); anim.SetBool("Happy", false); anim.SetBool("Eat", false); anim.SetBool("Walk", false); } else if (emotion == EmotionStates.Happy || emotion == EmotionStates.Love) { source.clip = clips[0]; anim.SetBool("Angry", false); anim.SetBool("Happy", enable); anim.SetBool("Eat", false); anim.SetBool("Walk", false); } else if (emotion == EmotionStates.Full) { source.clip = clips[1]; anim.SetBool("Angry", false); anim.SetBool("Happy", false); anim.SetBool("Walk", false); anim.SetBool("Eat", enable); if (enable) { lastEmotion = Time.time; } } else if (emotion == EmotionStates.Hungry || emotion == EmotionStates.Sad) { source.clip = clips[3]; anim.SetBool("Angry", false); anim.SetBool("Happy", false); anim.SetBool("Eat", false); anim.SetBool("Walk", false); } else { anim.SetBool("Angry", false); anim.SetBool("Happy", false); anim.SetBool("Eat", false); anim.SetBool("Walk", false); } if (enable == true) { if (source.isPlaying) { source.Stop(); } source.Play(); } }
void Awake() { if(Instance != null){ Debug.Log("Already get an GeneralValues"); } if(Instance == null){ Instance = this; } Emotions= new EmotionStates(); colorValue = RenderSettings.ambientLight.r; sound = gameObject.GetComponent<AudioSource>() as AudioSource; }