void Update() { if (!startedCheering) { return; } backgroundCheering.UpdateLoop(); }
public override void AfterFixed() { //Update running sound. if (!StateMachine.WithinError(Owner.Velocity.x, 0.0f, WorldConstants.MinMovementSpeed)) { runningNoise.StartLoop(); } else { runningNoise.EndLoop(); } if (runningNoise.Running) { runningNoise.UpdateLoop(); } //Check current wall collisions. if (Owner.ColManager.WallSides[ColType.Top].Count == 0) { Owner.ChangeState(ScriptableObject.CreateInstance <InAirState>(), false); } if (Owner.ColManager.WallSides[ColType.Left].Count > 0) { dontPlayEffects = true; HitSide(Owner.ColManager.WallSides[ColType.Left][0], ColType.Left); dontPlayEffects = false; } if (Owner.ColManager.WallSides[ColType.Right].Count > 0) { dontPlayEffects = true; HitSide(Owner.ColManager.WallSides[ColType.Right][0], ColType.Right); dontPlayEffects = false; } //Update the correct timing stat. Owner.OwnerStats.TimeOnGround += Time.fixedDeltaTime; }
public override void AfterFixed() { //Update sliding noise. The faster the player, the higher his volume. slidingNoise.UpdateLoop(); if (useSlidingNoise) { slidingNoise.SetMaxVolume(Mathf.Lerp(0.0f, slidingNoiseMaxVolume, Mathf.Abs(Owner.Velocity.x) / Owner.PlayerProps.MaxSpeeds.x)); } //Update the correct timed stat. Owner.OwnerStats.TimeOnCeiling += Time.fixedDeltaTime; //Update the projected y speed. currentSimulatedYSpeed += SimulatedGravity * Time.fixedDeltaTime; //Let the player fall if he ran out of time, isn't in contact with a ceiling anymore, or hit a wall. if (currentSimulatedYSpeed <= targetYSpeed || Owner.ColManager.WallSides[ColType.Bottom].Count == 0 || Owner.ColManager.WallSides[ColType.Left].Count != 0 || Owner.ColManager.WallSides[ColType.Right].Count != 0) { Owner.transform.position += new Vector3(0.0f, -Owner.PlayerProps.CeilingPushOffOffset, 0.0f); Owner.ChangeState(ScriptableObject.CreateInstance <InAirState>(), true); return; } //Check to see if he hit a wall. if (Owner.ColManager.WallSides[ColType.Left].Count > 0) { HitSide(Owner.ColManager.WallSides[ColType.Left][0], ColType.Left); } if (Owner.ColManager.WallSides[ColType.Right].Count > 0) { HitSide(Owner.ColManager.WallSides[ColType.Right][0], ColType.Right); } }